Search found 39 matches

by riking
Wed Jun 03, 2020 9:45 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.27] Low contrast for circuit signal icons
Replies: 13
Views: 1206

Re: [0.18.27] Low contrast for circuit signal icons

V453000 wrote:
Tue Jun 02, 2020 3:46 pm
Thanks, I made the grey signal darker to fit better between white and black.

I've been thinking about the special each/anything/everything signals to be different than just yellow/green/red. I'll do something but I need some more time to think about it.

Easy answer: * / ∃ / ∀
by riking
Thu May 21, 2020 7:09 pm
Forum: Releases
Topic: Version 0.18.26
Replies: 45
Views: 12360

Re: Version 0.18.26

FactorioBot wrote:
Thu May 21, 2020 1:34 pm
Changes
  • Crafting machines will now refund item ingredients when crafting is cancelled before finishing.
I had *thought* something was going wrong in my Lazy Bastard run! This confirms it finally.
by riking
Sat May 09, 2020 11:35 pm
Forum: Ideas and Suggestions
Topic: Adopt mod uranium process to vanilla
Replies: 10
Views: 482

Re: Adopt mod uranium process to vanilla

In the real world, uranium projectiles are made of depleted uranium... You can make DU bullets and DU cannon rounds with 238U "DU" ingame can't you? Sure, but now you've just transferred the storage problem from large quantities of DU items to large quantities of bullets and cannon round items. You...
by riking
Fri May 08, 2020 3:34 am
Forum: Ideas and Suggestions
Topic: A pointer
Replies: 16
Views: 1221

Re: A pointer

Hold both CTRL and ALT when clicking a location in the world or on the map to ping that location in chat, which shows up as a giant X in game.

Significantly more obtrusive and lingering than visible selection boxes, but it gets the job done.
by riking
Fri May 08, 2020 3:32 am
Forum: Ideas and Suggestions
Topic: Adopt mod uranium process to vanilla
Replies: 10
Views: 482

Re: Adopt mod uranium process to vanilla

The problem with replacing is that players now have to deal with the problem of storage and destroying large quantities of "depleted uranium". The point of the Kovarex process is to give a gameplay flow that does not involve unbounded item storage requirements, as there is no method in vanilla to re...
by riking
Sat Apr 11, 2020 5:33 am
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 6279

Re: Friday Facts #342 - The new old tutorial

I enjoyed the NPE a lot, but I unfortunately agree that taking it out is for the best. The thing that finally convinced me was the realization in this article that the NPE campaign was promising a questing experience that Factorio was never going to deliver. Sure, with infinite budget an entirely ne...
by riking
Thu Feb 06, 2020 8:32 pm
Forum: Releases
Topic: Version 0.18.4
Replies: 22
Views: 10225

Re: Version 0.18.4

Unfortunatelly, macOS Steam build failed Apple notarization, so macOS Catalina users who play the experimental releases on Steam need to revert to 0.18.3 or donwload the DRM-free package from factorio.com. Why oh why is this even a thing that can happen? Mad at Apple, not at you. They were clearly ...
by riking
Fri Aug 23, 2019 3:10 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 291
Views: 33877

Re: Friday Facts #309 - Controversial opinions

On blueprints.
Blueprint Dialog wrote:We trust that you have received the usual lecture from your local Factorio community. It usually boils down to these three things:

1) Build it yourself first.
2) Don't be afraid to tweak the designs.
3) With great power comes great responsibility.

Paste blueprint string here:
by riking
Sun Mar 03, 2019 5:09 am
Forum: Campaign / Scenario suggestions
Topic: Introduction Scenario
Replies: 3
Views: 480

Re: Introduction Scenario

Silden wrote:
Sat Mar 02, 2019 12:49 pm
  • Unclear what it meant by "collect some of your belongings" - and then to have everything destroyed :o
It does seem like multiple people are missing the part where the text says "Prepare to evacuate".
by riking
Sat Jul 07, 2018 2:50 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 24789

Re: Friday Facts #250 - Dead end conclusion

A minor suggestion - make the "New Deconstruction Planner" button be a 'pick up deconstruction planner' item slot instead, so it gets replaced with a hand like a normal blueprint and will get "deleted" when you press Q. If you want to make a filtered decon planner, place it in your inventory or the ...
by riking
Tue Dec 19, 2017 10:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.5] Picking up a tank kills the player
Replies: 6
Views: 1121

Re: [0.16.5] Picking up a tank kills the player

This bug was already fixed in 0.16.6, so are both mitigations going to be in 0.16.7 or is this one going to be cancelled/removed?
by riking
Tue Dec 19, 2017 10:38 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.3] agui::Widget::getWidgetUnderMouse
Replies: 10
Views: 2704

Re: [kovarex] [0.16.3] agui::Widget::getWidgetUnderMouse

One thing I noticed is it happened after hiding and re-showing the window on XFCE. I wonder if doing that destroys and re-creates the surface Factorio is rendering to, so the mouse position doesn't make sense anymore? This is persistently a client-side only crash, which makes sense because it's cras...
by riking
Tue Dec 19, 2017 10:32 pm
Forum: Ideas and Suggestions
Topic: Proposal for Buffer/Requester Interactions
Replies: 1
Views: 389

Re: Proposal for Buffer/Requester Interactions

I have been informed this definition of "mismatched contents" will be great for the next version of Mojo's Make Everything Factory - currently, it has an inserter wired up to empty the assembler's requester chest into the provider chest once the ME request has been satisfied. With buffer chests, by ...
by riking
Tue Dec 19, 2017 10:12 pm
Forum: Ideas and Suggestions
Topic: Proposal for Buffer/Requester Interactions
Replies: 1
Views: 389

Proposal for Buffer/Requester Interactions

I wrote this because buffer chests have a lot of weird edge cases, and it would probably be nice for the devs if someone thought about and wrote them all down. 0. Goals of this document Describe existing logistic system behavior and how buffer chests should fit into it. Provide an easy-to-work-with ...
by riking
Mon Dec 18, 2017 6:37 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [0.16.5]Wrong order of techs in tech screen
Replies: 4
Views: 2673

Re: [0.16.5]Wrong order of techs in tech screen

I don't think that's how science is ordered... is it?
by riking
Sat Dec 16, 2017 1:22 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.16.3] agui::Widget::getWidgetUnderMouse
Replies: 10
Views: 2704

[Oxyd] [0.16.3] agui::Widget::getWidgetUnderMouse

296.321 Info GameActionHandler.cpp:3341: MapTick (2614533) processed PlayerJoinGame peerID(9) playerIndex(25) mode(connect ) Factorio crashed. Generating symbolized stacktrace, please wait ... 305.991 Warning Logger.cpp:446: Symbols.size() == 22, usedSize == 21 #0 0x0000000000b0bfad in Logger::logS...
by riking
Fri Dec 15, 2017 10:11 pm
Forum: Resolved Problems and Bugs
Topic: [0.16.2]Game accepts extra comma in info.json
Replies: 7
Views: 2023

Re: [0.16.2]Game accepts extra comma in info.json

Let's not fix this and say we did

It's much easier to manually write JSON when you're allowed extra commas...
by riking
Fri Dec 15, 2017 9:54 pm
Forum: News
Topic: Friday Facts #221 - 0.16 is out
Replies: 155
Views: 27700

Re: Friday Facts #221 - 0.16 is out

Give requester chests priority over buffer chests. This means, that nothing would go to buffer chest request unless that item is already satisfied for all requester chests When I read the first buffer chest article, I thought this would be obvious. After all, the whole point of buffer chests as a l...
by riking
Thu Dec 14, 2017 7:00 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.1] Items on belt creeping forward at specific position
Replies: 26
Views: 9703

Re: [16.1] Items on belt creeping forward at specific position

Is it possible that the creep was supposed to happen before the inserter, and a sign error (plus vs minus) is making it happen after?
by riking
Fri Oct 20, 2017 6:41 pm
Forum: News
Topic: Friday Facts #213 - The little things 2
Replies: 55
Views: 13577

Re: Friday Facts #213 - The little things 2

re: Buffer chest production problems - you can solve that fairly simply by just wiring your assembler's output inserter to your passive provider chest, resource < 50, instead of using a network condition. As buffer chests bring items away to the far locations, the provider chest will keep that given...

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