Search found 414 matches

by Zaflis
Sun Mar 17, 2024 9:25 pm
Forum: Fixed for 2.0
Topic: [Klonan] [1.1.104] UI doubleclick speed is too fast
Replies: 1
Views: 289

[Klonan] [1.1.104] UI doubleclick speed is too fast

This is an issue when you are loading a game and have several folders. When you doubleclick a folder to try open it or go back to parent, nothing happens. The folder name is just flashing with the click but that's it, only when you realize you need to doubleclick it super fast it goes. The reflexes ...
by Zaflis
Thu Mar 14, 2024 4:11 pm
Forum: Ideas and Suggestions
Topic: Big (2x2) inserters
Replies: 2
Views: 272

Big (2x2) inserters

It has been known for a long time that moving items from 1 train to another is not possible with regular inserters because rails leave a 2 tiles wide gap between them. Long inserters can do the job slowly, but you need 6 or 12 of them and that would not be good for UPS for megabases where such bulk ...
by Zaflis
Fri Feb 09, 2024 4:17 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 118
Views: 16428

Re: Friday Facts #397 - Factoriopedia

Don't worry you can just ALT + Left click practically anything Sooo... default keybinding for changing Alt mode from left alt to right alt when? :P I have already done that long time ago (And i feel very sorry for new players who don't!), it's annoying if Alt+Tab turns off Alt mode. Probably more s...
by Zaflis
Sat Jan 13, 2024 12:34 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45048

Re: Friday Facts #393 - Putting things on top of other things

malecord wrote:
Sat Jan 13, 2024 12:25 pm
Dark magic or not, how would you reasonably draw 5 barrels on top of each other? Items like these have been "conveniently" left out this dev diary.
Psh, simplest thing in the world:
barrels.png
barrels.png (691.19 KiB) Viewed 1630 times
by Zaflis
Sat Jan 13, 2024 8:55 am
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45048

Re: Friday Facts #393 - Putting things on top of other things

i love those new inserters, however stack inserter does not stack item? instead bulk inserter stack item?? may i suggest the following: 1. we remove stack inserters, like we kill filter inserters 2. rename bulk inserter to stack inserter 3. give stack bonus to all inserters up to +5 (down from +11)...
by Zaflis
Fri Jan 12, 2024 10:11 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 227
Views: 45048

Re: Friday Facts #393 - Putting things on top of other things

Now look what you've done... Hype was already touching the roof, now you broke the roof!

Oh also since it's locked behind planets, will the 2.0 non-Space Age be getting the bulk inserters and new belt tier? I'm somewhat guessing it's Space Age only.
by Zaflis
Fri Dec 08, 2023 4:59 pm
Forum: News
Topic: Friday Facts #388 - Smaller things for 2.0
Replies: 149
Views: 24055

Re: Friday Facts #388 - Smaller things for 2.0

Nice QoL things. I wonder what the current stance is on rail signal planner. Currently it shows wagon preview behind the signal, but when you want to measure distance from a signal ahead and train length backwards there are no helpful guidelines. I will have to place signal for try, measure, remove ...
by Zaflis
Mon Dec 04, 2023 3:41 pm
Forum: Implemented Suggestions
Topic: Adding gps tags/map pings with code
Replies: 18
Views: 1584

Re: Adding gps tags/map pings with code

Scripting
- Added LuaEntity::gps_tag read.
https://lua-api.factorio.com/1.1.100/cl ... ml#gps_tag

If this is what it looks like then thank you very muchly ;)
by Zaflis
Sun Dec 03, 2023 3:50 pm
Forum: Implemented Suggestions
Topic: Adding gps tags/map pings with code
Replies: 18
Views: 1584

Re: Adding gps tags/map pings with code

And what is that supposed to mean? You didn't supply a location or any entity with location except 'player' here. Is player used for location or for deciding who the text is printed to here? The base entity prototype contains both position and surface it exists on, i'm pretty sure player inherits f...
by Zaflis
Sun Dec 03, 2023 2:24 pm
Forum: Implemented Suggestions
Topic: Adding gps tags/map pings with code
Replies: 18
Views: 1584

Re: Adding gps tags/map pings with code

pingmap() broadcasts the message to all players. That's a decision you made. Not all users of a hypothetical pingmap() want that behavior. There is no such command in current game, i posted few proposals for the function name that i could be. It doesn't have to be any of them. Are you suggesting ev...
by Zaflis
Sun Dec 03, 2023 11:46 am
Forum: Implemented Suggestions
Topic: Adding gps tags/map pings with code
Replies: 18
Views: 1584

Re: Adding gps tags/map pings with code

It's meant to be usable even by players with no coding experience. Modders are expected to have higher technical abilities. And i just demonstrated why the command is not very accessible to people without coding experience. You would need a reference either way, both are equally memorable. And look...
by Zaflis
Sun Dec 03, 2023 10:42 am
Forum: Implemented Suggestions
Topic: Adding gps tags/map pings with code
Replies: 18
Views: 1584

Re: Adding gps tags/map pings with code

The complexity of it is still quite something not everyone is comfortable with, and even less memorizing it. You'll almost certainly have to look for reference if you want to do it, and once you do it is still some work to adapt it to what you want to do. Aliases are important to both programmers an...
by Zaflis
Sun Dec 03, 2023 9:47 am
Forum: Implemented Suggestions
Topic: Adding gps tags/map pings with code
Replies: 18
Views: 1584

Re: Adding gps tags/map pings with code

This is a "hello, world" program with string concatenation. It is literally the very first thing you learn how to do as your first step, starting from no coding experience at all. It is THE MOST trivial thing to do! %%% wrong with your aggression? It takes an IT professional to find that ...
by Zaflis
Sun Dec 03, 2023 9:16 am
Forum: Implemented Suggestions
Topic: Adding gps tags/map pings with code
Replies: 18
Views: 1584

Adding gps tags/map pings with code

It would be helpful for players and modders to ping a map location by script when debugging issues, or showing "relevant event locations". The alternative as it is, is to print out coordinates but you don't know where that is. Game does not show numbers on player or cursor. It was this red...
by Zaflis
Fri Nov 17, 2023 6:23 pm
Forum: Ideas and Suggestions
Topic: Add a visual performance profiler
Replies: 1
Views: 270

Re: Add a visual performance profiler

This would help a lot of people.
by Zaflis
Fri Nov 17, 2023 2:17 pm
Forum: Ideas and Suggestions
Topic: Passive Requester Chests
Replies: 17
Views: 1728

Re: Passive Requester Chests

Fast / smart robots won't fix the issue. You will still have random items appearing in the Storage Chests and you won't be able to put them back where they belong without messing with your logistic network. What do you mean random items? Generally a central storage means something like a 10x10 grid...
by Zaflis
Fri Nov 17, 2023 2:12 pm
Forum: Ideas and Suggestions
Topic: Mods should always ask for sync when setup differs
Replies: 3
Views: 334

Re: Mods should always ask for sync when setup differs

"Mod info is not baked into savefile" What does this mean? What mods you save with is always stored. It doesn't matter if the mod gives you all achievments on load and infinite infinity chests or if it does nothing at all except having a name and being installed. If you reload a save with...
by Zaflis
Fri Nov 17, 2023 5:56 am
Forum: Ideas and Suggestions
Topic: Passive Requester Chests
Replies: 17
Views: 1728

Re: Passive Requester Chests

This will not be an issue in 2.0 when we can make robot requests to roboports. It's fine that they will carry items all the way to the central storage, but the important bit is that they arrive to the pickup location fast every time they are needed.
by Zaflis
Fri Nov 17, 2023 5:48 am
Forum: Ideas and Suggestions
Topic: Mods should always ask for sync when setup differs
Replies: 3
Views: 334

Mods should always ask for sync when setup differs

Currently when your mod setup is different from the mods you used when saving some game, it will normally ask if you want to sync the mods with the save. But there is a less talked about case when it is not asked; when you already have everything enabled that the save had PLUS some new mods. I had a...
by Zaflis
Fri Nov 10, 2023 5:47 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 327
Views: 44076

Re: Friday Facts #384 - Combinators 2.0

Some time ago I was thinking about how to enumerate all non-zero signals in a circuit. I thought that I didn’t have enough knowledge about combinators, but it turned out that this is now almost impossible. But at least it will be like this until version 2.0 Not sure i understand what you mean by en...

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