Search found 342 matches

by Zaflis
Fri Oct 02, 2020 2:28 pm
Forum: Outdated/Not implemented
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 49
Views: 4205

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

To me it's very simple, i define world by rail network that is always built from blueprint blocks spaced by big powerpoles. Chunk alignment means that every 7th powerpole i can put down a radar without having to make a mess and draw powerline to a random radar that could end up being inside an actua...
by Zaflis
Tue Sep 15, 2020 4:54 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 75
Views: 19381

Re: [MOD 0.17] VehicleSnap

angel79135 wrote:
Tue Sep 15, 2020 4:48 pm
Hey ! First thank you very much for this mod.
Are you planning to make it work in 1.0?
The 0.18 version is 1.0 compatible, you only need to install it.
by Zaflis
Mon Sep 14, 2020 6:52 pm
Forum: Ideas and Suggestions
Topic: Auto-remove fishes when painting terrain in editor
Replies: 2
Views: 60

Auto-remove fishes when painting terrain in editor

Right now we get this "cheese" land when painting terrain tiles over water, it is annoying to keep swapping between modes to use deconstruct tool and then browse the long list again of which style of grass you were making again...:
fish.jpg
fish.jpg (239.26 KiB) Viewed 60 times
by Zaflis
Sat Aug 15, 2020 9:33 am
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 431
Views: 76402

Re: ModMyFactory - mod manager and more

MMF displays false warnings of missing dependencies when dependency is 0.18 and mod 1.0.
bug.png
bug.png (81.29 KiB) Viewed 513 times
by Zaflis
Fri Aug 14, 2020 9:06 am
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 29591

Re: Friday Facts #360 - 1.0 is here!

Spidertron?!? (see 1.0 launch trailer)
by Zaflis
Sun Jun 07, 2020 6:24 am
Forum: Ideas and Suggestions
Topic: Improving usability of logistics slots
Replies: 5
Views: 256

Re: Improving usability of logistics slots

4: against all conventions. look how operating system / forms in browsers work. You need a really good reason to do that and I don’t see it here, because the current behavior is also “right” in its kind of logic. As far as i can see, all established conventions work as i'm suggesting; they scroll w...
by Zaflis
Sun Jun 07, 2020 5:20 am
Forum: Ideas and Suggestions
Topic: Improving usability of logistics slots
Replies: 5
Views: 256

Re: Improving usability of logistics slots

2) You are forgetting that item in hand is not actually there, it's a reference to inventory. There's no issue of space. It's just the same as pressing Q, except if i remember right, Q does nothing while that UI is open. Think of anything you would do with the item in hand after setting the filter. ...
by Zaflis
Fri Jun 05, 2020 12:43 pm
Forum: Ideas and Suggestions
Topic: Improving usability of logistics slots
Replies: 5
Views: 256

Improving usability of logistics slots

There are a few issues with current UI, which overall means more clicks needed than in old UI. It comes down to few things: 1) When making a new filter by clicking an empty slot, you need to click the empty filter slot again too to select something to it. There is no reason for this middlestep, It s...
by Zaflis
Thu May 28, 2020 4:52 pm
Forum: Releases
Topic: Version 0.18.28
Replies: 7
Views: 5958

Re: Version 0.18.28

SuperSandro2000 wrote:
Thu May 28, 2020 4:17 pm
Steam version is in the pipeline?
It is already available for Steam.
by Zaflis
Sun May 24, 2020 11:57 am
Forum: Resolved Problems and Bugs
Topic: [Demo] Game stuttering
Replies: 3
Views: 131

[Demo] Game stuttering

There is a measured 14ms in level script update. It was reported by other user here (name of level not mentioned):
https://steamcommunity.com/app/427520/d ... 459323908/
by Zaflis
Fri May 22, 2020 9:04 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 14199

Re: Friday Facts #348 - The final GUI update

you have no clue how bright the new icons look with my new colorblind glasses - WOOOOOOOOOOOOOW https://cdn.factorio.com/assets/img/blog/fff-348-icons-1-fullsize.png I think you should mention also if it's good or bad for you. Some people like bright, some don't. You still can change color balances...
by Zaflis
Fri May 22, 2020 5:04 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 14199

Re: Friday Facts #348 - The final GUI update

I like the logistics UI now but it could still be improved. It takes too many clicks to make a new request filter. - When making a new filter by holding an item, it should clear the hand slot. Because you still need to click the buttons it would be clearer if the item you were holding was not in the...
by Zaflis
Thu Apr 30, 2020 3:22 pm
Forum: Modding help
Topic: Mod hotkeys: custom-input documentation please?
Replies: 5
Views: 2086

Re: Mod hotkeys: custom-input documentation please?

For people stumbling on this thread in 2020, consuming = "script-only" is deprecated way to code. Your only options are
"game-only" or "none" https://wiki.factorio.com/Types/ConsumingType
Recommended choice is "none" that should work best for most mods.
by Zaflis
Sat Apr 25, 2020 12:06 pm
Forum: Ideas and Suggestions
Topic: Else output for decider combinator
Replies: 30
Views: 2233

Re: Else output for decider combinator

For consistency this seems like simplest way to do it in current (And no, i don't think it's simple. That's 4 values, what if it's 400? Difference between 399 and 798 combinators is huge): { A >= B, output O1=A A < B, output O1=B } { O1 >= C, output O2=O1 O1 < C, output O2=C } { O2 >= D, output O3=O...
by Zaflis
Sat Apr 25, 2020 12:29 am
Forum: Ideas and Suggestions
Topic: Else output for decider combinator
Replies: 30
Views: 2233

Re: Else output for decider combinator

It's really difficult to think of way to even present an example. You can't make a blueprint ingame because the UI doesn't have else and how do you figure out a smart written format? I guess some typical examples involve finding lowest or highest number out of many values. If you have A, B, C, D and...
by Zaflis
Fri Apr 24, 2020 3:58 pm
Forum: Ideas and Suggestions
Topic: Else output for decider combinator
Replies: 30
Views: 2233

Re: Else output for decider combinator

This forum is the place to make such arguments. Anybody can check whether what I said is true. If I'm wrong, show the counterexample. Imagining one-combinator versions of sometimes-useful two-combinator gizmos is entertaining but there's an actual *problem* it would solve, you should be able to sho...
by Zaflis
Tue Apr 14, 2020 11:58 am
Forum: Ideas and Suggestions
Topic: Better car controls
Replies: 1
Views: 207

Re: Better car controls

For inspiration, old game Slicks'n'Slide was great: https://www.youtube.com/watch?v=Lzs8dTx4LA8 Game doesn't need hyper realistic physics to implement drifting. In basic principle a car has 3 vectors: position, velocity and acceleration. Per game tick happens per car: (Count new acceleration based o...
by Zaflis
Sat Mar 28, 2020 5:04 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 75
Views: 19381

Re: [MOD 0.17] VehicleSnap

VrozaX wrote:
Sat Mar 28, 2020 4:44 pm
Polish Translation:
https://drive.google.com/open?id=1RW1VI ... NXZnN0pQ1X

Please add to your mod <3
Uploaded to mod portal :) I hope you can test it works.
https://mods.factorio.com/mod/VehicleSnap
by Zaflis
Fri Mar 13, 2020 2:35 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 17279

Re: Friday Facts #338 - The (real) Character GUI

Will the inventory grid be interactible between slots, or will my mod become redundant? :D

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