Search found 367 matches
- Fri Dec 16, 2022 1:52 pm
- Forum: Not a bug
- Topic: [1.1.72] Mods menu allows confirm with conflicts
- Replies: 7
- Views: 377
Re: [1.1.72] Mods menu allows confirm with conflicts
Space Exploration isn’t loaded in this scenario, because it has a conflict with bobpower. Space Exploration Postprocess is loaded, and makes the message appear because it can detect that bobpower is enabled and SE isn’t. I don’t think this is a bug. The bug report isn't about SE but mods in general...
- Fri Dec 16, 2022 12:42 pm
- Forum: Not a bug
- Topic: [1.1.72] Mods menu allows confirm with conflicts
- Replies: 7
- Views: 377
Re: [1.1.72] Mods menu allows confirm with conflicts
Space Exploration isn’t loaded in this scenario, because it has a conflict with bobpower. Space Exploration Postprocess is loaded, and makes the message appear because it can detect that bobpower is enabled and SE isn’t. I don’t think this is a bug. The bug report isn't about SE but mods in general...
- Fri Dec 16, 2022 12:17 pm
- Forum: Not a bug
- Topic: [1.1.72] Mods menu allows confirm with conflicts
- Replies: 7
- Views: 377
[1.1.72] Mods menu allows confirm with conflicts
1) The mods list lets me click "Confirm" to restart game even if there are conflicting mods enabled. It will even load all the way to main menu as long as there aren't LUA errors. There was this specific notice in the main menu by SE but i assume it's specific to SE and wouldn't show other...
- Fri Jul 15, 2022 2:04 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 202
- Views: 71583
Re: 3 and 4 way intersections
4 Way 2 Lane Unbuffered intersection. You can optimize the east and west going exiting rail signals by replacing the chain signals with them, otherwise it should run good. Afternote, i think it's not vertically symmetric. Try placing the blueprint over itself after rotating it 180 degrees. Edit: I ...
- Wed Jul 13, 2022 6:26 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 202
- Views: 71583
Re: 3 and 4 way intersections
How does a pair of T-intersections actually compare to compact 4-way intersections? Mainly thinking 2-lane (1 rail per direction). There is 1 such design in the buffered category but none in the compact.
- Fri May 27, 2022 5:05 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 202
- Views: 71583
Re: 3 and 4 way intersections
Testbench v4.2.1, Factorio v1.1.46 3-Way, 2-Lane, Unbuffered, spacing is 4 everywhere. Currently better than the only thing listed on that section. R452736.png 0eNqtmU9vm0AQxb9KtGccMfsfzj303GsVVdhGCRLGFsZpLcvfvTiOCCbjMDPK0Rh+vN19M/uAk1rWh3LXVk2n8pOqVttmr/LfJ7WvnpuivhzrjrtS5arqyo1KVFNsLr/aoqrVOVFVsy...
- Sat Apr 30, 2022 3:18 pm
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 50
- Views: 5914
Re: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
I repeat: it looks useful, but might never be implemented, because players should use automation instead of manual interaction. See 2 posts above. You can't avoid that at all with malls, modded playthroughs and buffer chests. And those things are not something that people will stop using even if it...
- Fri Apr 29, 2022 2:20 pm
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 50
- Views: 5914
Re: Restricted Storage Interaction
Just bumping this up, since it is possibly the most important QoL feature that game is still missing.
I was even thinking today if it would be possible to override the behavior with a mod?
I was even thinking today if it would be possible to override the behavior with a mod?
- Thu Mar 31, 2022 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Engine licensing for a full 3D factory game?
- Replies: 1
- Views: 654
Re: Engine licensing for a full 3D factory game?
There are too big downsides to the way Factorio is written in regards to multiplayer sync and limitations in potential scale of the factory. I wouldn't wish to see Factorio 3D done like that. Take the starting point that you want it to handle 100 planets and you'll very quickly realize this engine i...
- Wed Dec 22, 2021 1:54 am
- Forum: General discussion
- Topic: Alt-F4 #55 - The Dark Alleys of Modding
- Replies: 6
- Views: 2153
Re: Alt-F4 #55 - The Dark Alleys of Modding
I can share one issue i had with VehicleSnap. I'm still not 100% on why it worked like this but it's probably some weird case of internal vehicle physics. If you drove a vehicle towards a coastline or cliff at an angle that was not along a snap axis, for example 11, 70, 350... or you name it - degre...
- Wed Nov 03, 2021 12:14 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 50
- Views: 5914
Re: Shift-clicking items into red area of chests
Maybe control click once to fill up to the limit and then click again to fill red spaces. That is impractical and automation could be taking 1 item out just when you are clicking items in, resulting you to only put in 1 item. Better way is just like in Dyson Sphere Program, both Shift- and Ctrl-cli...
- Thu Oct 07, 2021 10:35 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 32998
Re: [MOD 0.17] VehicleSnap
The toggle key Shift-V should be enough? You can change it in controls if you want. It has also the button right side of quickbar.
- Tue Mar 02, 2021 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 50
- Views: 5914
Re: Shift-clicking items into red area of chests
+1 shift click should work, but not control click. Why is that? How i see it they should both work for same reasons. If you set chest with only 1 automation slot and have 30 stacks of the item in inventory, how is it better to shift click them 1 by 1? I am ofc exaggerating an example but sometimes ...
- Tue Mar 02, 2021 8:51 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 50
- Views: 5914
Re: Shift-clicking items into red area of chests
But.. we can put items in red area in Dyson Sphere Project and it works fantastically.
- Tue Mar 02, 2021 12:55 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 50
- Views: 5914
Ctrl-click should remove item from last to first order
Currently when Ctrl-clicking a chest you get items starting from top left. This makes no sense when there can be even items in the red (limited) area. With this you will have better sorting remaining in the chest and excess will be used before items in primary area. You could even re-sort a chest th...
- Tue Mar 02, 2021 12:46 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 50
- Views: 5914
Shift-clicking items into red area of chests
The chest limiting feature is useful - for automation. But it's not nice when you have stackloads of iron plates and you want to put them in a limited chest, we should be able to do it because that's what we end up doing manually anyway, 1 stack at the time.
- Thu Feb 25, 2021 9:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.25] Auto-trash with fuel slots not working with vehicles that use logistics
- Replies: 1
- Views: 1628
[Rseding91] [1.1.25] Auto-trash with fuel slots not working with vehicles that use logistics
Taking this example from playthrough with Krastorio 2: trashing.jpg Logistics bots do fill the fuel but don't remove the depleted fuel. Some notes: - If i manually add 15 fuel to the trunk, 10 is kept and 5 trashed. Expected all fuel from trunk trashed because satisfaction now says 20/10. - Fuel out...
- Wed Dec 23, 2020 2:46 pm
- Forum: Implemented Suggestions
- Topic: Epilepsy inducing screen effects
- Replies: 10
- Views: 2015
Re: Epilepsy inducing screen effects
C'mon, that's so rude... If you can report seizure while playing factorio, make a report. If you hate a visual effect in a modded game, just play vanilla? Rude what? That effect (player being damaged) is from vanilla. This topic is just a neutral suggestion well fit for this forum. I didn't propose...
- Wed Dec 23, 2020 2:35 pm
- Forum: Implemented Suggestions
- Topic: Epilepsy inducing screen effects
- Replies: 10
- Views: 2015
Re: Epilepsy inducing screen effects
I also showed this (with clear warning) to my Steam friend who has epilepsy. He had to stop it after 1-2 seconds.
- Wed Dec 23, 2020 2:20 pm
- Forum: Implemented Suggestions
- Topic: Epilepsy inducing screen effects
- Replies: 10
- Views: 2015
Re: Epilepsy inducing screen effects
Damage flashing is like this... WARNING, do not open link if you are sensitive to flickering! https://www.youtube.com/watch?v=zbRrUGLMdt0 Now if you still think that this is an issue only for risk group people, i would say otherwise. It's really unwatchable. (Of course for full effect you need to se...