Search found 540 matches

by Zaflis
Tue May 19, 2026 7:40 pm
Forum: Ideas and Suggestions
Topic: Setting filter based on item held in hand
Replies: 0
Views: 80

Setting filter based on item held in hand

TL;DR
Holding an item in hand, middle-clicking in inventory should set it as a filter slot.

What?
05-19-2026, 22-36-09.png
In image i'm holding the modded coin item, but when i middle-clicked it the slot went bricks. It would filter bricks even if i wasn't holding anything in hand.

Why ...
by Zaflis
Mon May 04, 2026 11:17 pm
Forum: Modding help
Topic: collisions
Replies: 9
Views: 5071

Re: collisions

Since search engines still find this, updated info on collision layers is there:
https://github.com/wube/factorio-data/b ... layers.lua

Most notably "player-layer" is atm just "player".
by Zaflis
Fri May 01, 2026 8:42 pm
Forum: Ideas and Suggestions
Topic: Delete mod settings of a single mod
Replies: 2
Views: 247

Re: Delete mod settings of a single mod

I did not even notice. I changed the mod's lua file to not call the error() at all and fixed it that way.

But now that you mention it, image is still in imgur:
Image

It is actually almost invisible, and i don't wonder i missed it. It's like part of the error text content.
by Zaflis
Fri May 01, 2026 8:11 pm
Forum: Ideas and Suggestions
Topic: Delete mod settings of a single mod
Replies: 2
Views: 247

Delete mod settings of a single mod

TL;DR
Would be handy to be able to reset settings of a single mod that refuses to load to main menu.

What?
There could be a button in Mods menu ingame, after selecting a mod to delete its settings from mod-settings.dat. When you install some mod, it may have some old settings that make it ...
by Zaflis
Fri Apr 10, 2026 1:55 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 69880

Re: [MOD 0.17] VehicleSnap

The point is not wether i want to use arctan or not, i already calculated that with it even using AI and Wolfram Alpha on the math. The problem is that Factorio is a tile based game and everything is not practically moving exactly as math would make you expect to, based on rounding and whatnot ...
by Zaflis
Sun Feb 01, 2026 12:50 am
Forum: Ideas and Suggestions
Topic: UI rounded corners
Replies: 2
Views: 485

Re: UI rounded corners

I believe you can just change the textures to achieve that, PNG format is known to contain alpha. They may not be clickthrough but that's not usually important for the couple transparent pixels. What would a setting do anyway, or how would that be enough to customize what kind of rounding you want ...
by Zaflis
Sun Feb 01, 2026 12:44 am
Forum: Ideas and Suggestions
Topic: Throwing grenades towards cursor at max range
Replies: 0
Views: 403

Throwing grenades towards cursor at max range

TL;DR
Holding right-click should always throw a held grenades ( and other throwable weapons! ) towards cursor, landing to ground at max throw range.


What?
Currently it is quite some work trying to keep cursor inside that circle while driving around a cluster of spawners and occasionally using ...
by Zaflis
Sat Dec 20, 2025 5:51 am
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 69880

Re: [MOD 0.17] VehicleSnap

That looks more like its own fork, not a patch ;) I wasn't thinking of changing to whole mod so much for this little topic. I don't mind you/others releasing forks if they want, would be kind to mention my mod though if it was used as a base though.

Yeah you can set a line towards a goal, but what ...
by Zaflis
Thu Dec 18, 2025 10:17 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 69880

Re: [MOD 0.17] VehicleSnap

Egor wrote: Thu Dec 18, 2025 5:39 pm Indeed, in "Sandbox" mode, after driving forward for 10 km I found myself 10 m away from imaginary half-diagonal railway.
It's impossible to get it accurate, you can try. The mathematical value for it would take you like 100m away at that distance.
by Zaflis
Fri Dec 12, 2025 10:15 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 69880

Re: [MOD 0.17] VehicleSnap


Why estimating the angle instead of using its exact value?
As you have noticed, it is "1:2 triangular ratio", so in Lua it may be calculated as

local rail_est = math.atan(1/2) / (2*math.pi) -- approx 0.0737918



Because when i tried with 0.07386350632 earlier vs your 0.0737918, my earlier ...
by Zaflis
Wed Nov 26, 2025 5:36 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 69880

Re: [MOD 0.17] VehicleSnap


Given the above, it would be amazing if you re-posted that picture, but with show-tile-grid on !


I edited the previous post, it includes grid now. I need it myself too to find out actual angles, unless there is a list for those numbers somewhere?

I also did a test of the angle table with Unity ...
by Zaflis
Sun Sep 14, 2025 4:21 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 93
Views: 69880

Re: [MOD 0.17] VehicleSnap

I'm not sure how i feel about the patch as in including it in or not. It's true the angles between cardinals and diagonals are off, i took a little screenshot of current rails:

rail-angles.png

Your math is also something i don't follow :P
My thought after was to record those key angles into a ...
by Zaflis
Sun Sep 14, 2025 2:25 pm
Forum: Ideas and Suggestions
Topic: Keep underground belt direction when replacing
Replies: 0
Views: 412

Keep underground belt direction when replacing

TL;DR
Placing a different tier underground belt over another underground belt should not change the direction of the one in hand when replacing a whole pair .

What?
It is understandable that if you are building the underground belts you do them in pairs, entrance and exit. But when you click ...
by Zaflis
Thu Jun 12, 2025 11:28 pm
Forum: Ideas and Suggestions
Topic: How to get old map key functionality?
Replies: 15
Views: 4297

Re: How to get old map key functionality?

I have a fix for you in a form of a mod if interested; PersistentZoom:
https://mods.factorio.com/mod/PersistentZoom
by Zaflis
Wed Feb 19, 2025 11:12 am
Forum: Gameplay Help
Topic: Thruster fluid behavior
Replies: 12
Views: 3399

Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)





Did you read Raiguard's post just before yours? Basically connecting thrusters together like that is not allowed anymore, it just won't work by design. Fluid mixing is no longer a thing, if there is 2 different fluids then the one that is lower amount is erased from existence.


Hi Zaflis ...
by Zaflis
Wed Feb 19, 2025 10:31 am
Forum: Gameplay Help
Topic: Thruster fluid behavior
Replies: 12
Views: 3399

Re: [2.0.11] Thruster swapping Fuel and Oxidizer (mixing/fluid) (MR)

Adam.Podstavka wrote: Wed Feb 19, 2025 9:44 am
Did you read Raiguard's post just before yours? Basically connecting thrusters together like that is not allowed anymore, it just won't work by design. Fluid mixing is no longer a thing, if there is 2 different fluids then the one that is lower amount is erased from existence.
by Zaflis
Thu Feb 06, 2025 12:39 pm
Forum: Ideas and Suggestions
Topic: Show "Quality Limit: 0%"
Replies: 3
Views: 1044

Re: Show "Quality Limit: 0%"

trancexpress wrote: Tue Feb 04, 2025 6:54 am Does negative quality increase starting spoilage percentage when an item is crafted?
There is no negative quality, 0% is lowest effect it can have. Even then the spoilage isn't some % based but by quality rank the item is given, common, uncommon, rare...
by Zaflis
Thu Feb 06, 2025 12:35 pm
Forum: Ideas and Suggestions
Topic: Show "Pollution: -%" for Efficiency module
Replies: 3
Views: 862

Re: Show "Pollution: -%" for Efficiency module

So there are at least these 2 options or both:
1) Changing the tooltip text for efficiency modules, clearly saying that reducing energy cost also reduces pollution.

2) New page or 2 to ingame tips about pollution. I just now did a word search in tips with "poll" and it came out nothing.
by Zaflis
Thu Feb 06, 2025 12:15 pm
Forum: Ideas and Suggestions
Topic: Totals for production graphs
Replies: 0
Views: 469

Totals for production graphs

TL;DR
It would be nice to see for example total (or average?) pollution produced in the timeline, because it is hard to tell your progress from several separated curves.

What?
While the idea doesn't only apply to pollution, it can be useful for at least kills graphs, pollution is where it makes ...
by Zaflis
Tue Jan 28, 2025 4:42 am
Forum: Modding help
Topic: fuel_icon graphics can't be replaced
Replies: 1
Views: 640

fuel_icon graphics can't be replaced

I have a topic here with more details:
https://mods.factorio.com/mod/SmoothWarnings/discussion/67965619fc69550437e08a48
data.raw["utility-sprites"]["default"].fuel_icon = {
filename = "__SmoothWarnings__/graphics/fuel-icon-red.png",
priority = "extra-high",
width = 64,
height = 64,
flags ...

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