Search found 417 matches
- Fri Apr 19, 2024 1:54 pm
- Forum: News
- Topic: Friday Facts #407 - Automating a soundtrack
- Replies: 49
- Views: 6929
Re: Friday Facts #407 - Automating a soundtrack
I see i see - AI music.
- Wed Apr 17, 2024 6:06 pm
- Forum: Minor issues
- Topic: [0.18.18] Consumption graph inaccurate with modded lab.
- Replies: 15
- Views: 7640
Re: [0.18.18] Consumption graph inaccurate with modded lab.
Why are we even talking about loaders? What items are in the input slot and what % they have have nothing to do with consumption graph. Each lab needs an internal variable for each science type that is increased by per-tick progress normally + productivity. When that internal variable reaches 100% =...
- Wed Apr 17, 2024 4:48 pm
- Forum: Minor issues
- Topic: [0.18.18] Consumption graph inaccurate with modded lab.
- Replies: 15
- Views: 7640
Re: [0.18.18] Consumption graph inaccurate with modded lab.
Thanks for the report. I know what causes this but I don't have any fix for it. The actual amount of science packs being consumed is correct, just not all of them being consumed are being reported as consumed. Example: * Lab consumes 90% of the durability of 1 science pack * Loader transfers 90% of...
- 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: 310
[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 ...
- Thu Mar 14, 2024 4:11 pm
- Forum: Ideas and Suggestions
- Topic: Big (2x2) inserters
- Replies: 2
- Views: 293
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 ...
- Fri Feb 09, 2024 4:17 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 118
- Views: 17143
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...
- Sat Jan 13, 2024 12:34 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 228
- Views: 46172
- Sat Jan 13, 2024 8:55 am
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 228
- Views: 46172
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)...
- Fri Jan 12, 2024 10:11 pm
- Forum: News
- Topic: Friday Facts #393 - Putting things on top of other things
- Replies: 228
- Views: 46172
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.
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.
- Fri Dec 08, 2023 4:59 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 149
- Views: 24793
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 ...
- Mon Dec 04, 2023 3:41 pm
- Forum: Implemented Suggestions
- Topic: Adding gps tags/map pings with code
- Replies: 18
- Views: 1646
Re: Adding gps tags/map pings with code
https://lua-api.factorio.com/1.1.100/cl ... ml#gps_tagScripting
- Added LuaEntity::gps_tag read.
If this is what it looks like then thank you very muchly
- Sun Dec 03, 2023 3:50 pm
- Forum: Implemented Suggestions
- Topic: Adding gps tags/map pings with code
- Replies: 18
- Views: 1646
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...
- Sun Dec 03, 2023 2:24 pm
- Forum: Implemented Suggestions
- Topic: Adding gps tags/map pings with code
- Replies: 18
- Views: 1646
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...
- Sun Dec 03, 2023 11:46 am
- Forum: Implemented Suggestions
- Topic: Adding gps tags/map pings with code
- Replies: 18
- Views: 1646
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...
- Sun Dec 03, 2023 10:42 am
- Forum: Implemented Suggestions
- Topic: Adding gps tags/map pings with code
- Replies: 18
- Views: 1646
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...
- Sun Dec 03, 2023 9:47 am
- Forum: Implemented Suggestions
- Topic: Adding gps tags/map pings with code
- Replies: 18
- Views: 1646
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 ...
- Sun Dec 03, 2023 9:16 am
- Forum: Implemented Suggestions
- Topic: Adding gps tags/map pings with code
- Replies: 18
- Views: 1646
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...
- Fri Nov 17, 2023 6:23 pm
- Forum: Ideas and Suggestions
- Topic: Add a visual performance profiler
- Replies: 1
- Views: 286
Re: Add a visual performance profiler
This would help a lot of people.
- Fri Nov 17, 2023 2:17 pm
- Forum: Ideas and Suggestions
- Topic: Passive Requester Chests
- Replies: 17
- Views: 1810
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...
- Fri Nov 17, 2023 2:12 pm
- Forum: Ideas and Suggestions
- Topic: Mods should always ask for sync when setup differs
- Replies: 3
- Views: 342
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...