Search found 137 matches

by m44v
Fri Jan 17, 2025 1:34 am
Forum: Ideas and Suggestions
Topic: ability to turn off demolisher territory visiblity
Replies: 3
Views: 680

Re: ability to turn off demolisher territory visiblity

meloen71 wrote: Mon Nov 04, 2024 11:16 am TL;DR on map creation; a button to turn off the visibility of the demolisher territories
Seconded. In case anyone is interested in trying playing without visible territories there's a recent mod that does this: https://mods.factorio.com/mod/hide-territory
by m44v
Sat Jan 11, 2025 5:47 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.28] alt click on recipe name in building takes you to the factoriopedia article for the tile below where you click
Replies: 5
Views: 441

Re: [2.0.28] alt click on recipe name in building takes you to the factoriopedia article for the tile below where you cl


https://forums.factorio.com/116796


To me it looks like slightly different issues. The issue in this thread is independent of the factoriopedia state: alt-clicking the recipe title in an assembling machine always brings the tile entry, while in the linked thread this only happens when the ...
by m44v
Sat Dec 14, 2024 8:51 pm
Forum: Not a bug
Topic: [2.0.11] Wired mining drills not sending resource patch data
Replies: 8
Views: 733

Re: [2.0.11] Wired mining drills not sending resource patch data


In that case i am going to call this Not a bug. This is tightly related to https://forums.factorio.com/111668


After playing with the current behavior of mining drills for a while I have to argue against calling this not a bug. From the point of view of the user this conditional behavior is ...
by m44v
Sat Dec 07, 2024 8:44 pm
Forum: Duplicates
Topic: [2.0.24] Upgrade planner not inserting modules depending on what slots are occupied
Replies: 2
Views: 233

Re: [2.0.24] Upgrade planner not inserting modules depending on what slots are occupied

This is also true if I don't put any module count limit in the upgrade planner, only the rightmost empty slots are filled.
by m44v
Sat Dec 07, 2024 5:40 pm
Forum: Duplicates
Topic: [2.0.24] Upgrade planner not inserting modules depending on what slots are occupied
Replies: 2
Views: 233

[2.0.24] Upgrade planner not inserting modules depending on what slots are occupied

I have this upgrade planner, my intention is to insert 2 prod modules in any empty slot.
Screenshot_20241207_142202.png
I noticed that sometimes this worked as I expected and sometimes It did not. If I have these machines:
Screenshot_20241207_143002.png
After the upgrade:
Screenshot_20241207 ...
by m44v
Thu Nov 28, 2024 12:23 pm
Forum: Not a bug
Topic: [2.0.21] Map view displays the item-name for ore patches, but the search is by its entity-name.
Replies: 2
Views: 306

Re: [2.0.21] Map view displays the item-name for ore patches, but the search is by its entity-name.


There is the thought that the search should be based on item name instead of entity name,
Say I want to know where to mine fish, I could expect the iron patch to show up because it will produce fish

That would work as well, by item-name or both, since the issue we have is the inconsistency ...
by m44v
Wed Nov 27, 2024 3:33 pm
Forum: Not a bug
Topic: [2.0.21] Map view displays the item-name for ore patches, but the search is by its entity-name.
Replies: 2
Views: 306

[2.0.21] Map view displays the item-name for ore patches, but the search is by its entity-name.

The Spanish translation uses different names for the ores that are in the ground (the entity-name, "mineral") and the ores extracted by the mining drills (the item-name, "mena", a term used for the extracted material that's useful and goes to the smelter). Factorio 2.0 introduced the map search and ...
by m44v
Fri Nov 22, 2024 3:36 pm
Forum: Translations
Topic: Spanish translation lacks a proofreader
Replies: 1
Views: 370

Spanish translation lacks a proofreader

Currently the Spanish translation team can't fix some errors and inconsistencies because of votes or approvals made long ago as there isn't a proofreader we can get a hold of. Can anyone give me some directions to how we could start to resolve this issue?
by m44v
Fri Nov 22, 2024 3:22 pm
Forum: Translations
Topic: Spanish Traslation
Replies: 1
Views: 364

Re: Spanish Traslation

When this thread was made some days ago it probably wasn't but currently the strings are translated.
by m44v
Sun Nov 17, 2024 9:21 pm
Forum: Not a bug
Topic: [2.0.11] Wired mining drills not sending resource patch data
Replies: 8
Views: 733

Re: [2.0.11] Wired mining drills not sending resource patch data

This does make using the "entire resource patch" reading of miners quite bothersome.
by m44v
Sat Nov 16, 2024 3:51 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [2.0.18] GUI not visible when opened by script in non-hosting clients
Replies: 1
Views: 1122

[Rseding91] [2.0.18] GUI not visible when opened by script in non-hosting clients

This is technically a modded game but I think that maybe is exposing a bug.

I have a mod that basically uses a keyboard shortcut for opening entities, the control.lua is like this:

local function onKey(event)
local player = game.get_player(event.player_index)
local entity = player.selected
if ...
by m44v
Sun Oct 27, 2024 1:52 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][2.0.11] Constant combinator graphic doesn't show is active when sending signals
Replies: 1
Views: 1173

[boskid][2.0.11] Constant combinator graphic doesn't show is active when sending signals

To reproduce:
1. place a constant combinator
2. wire the constant combinator to a pole
3. setup a signal in the constant combinator
The constant combinator graphic looks as if it was in the off state. Toggling the combinator off/on fixes it.
Screenshot_20241027_105140.png
Screenshot_20241027_105140.png (100.75 KiB) Viewed 1173 times
by m44v
Wed Oct 23, 2024 1:23 pm
Forum: Won't fix.
Topic: [Genhis][2.0.8] follower robot count research is not migrated from 1.1
Replies: 2
Views: 554

Re: [Genhis][2.0.8] follower robot count research is not migrated from 1.1

research.png
research.png (13.98 KiB) Viewed 460 times
Rest in peace, my beloved.
by m44v
Wed Oct 23, 2024 1:03 pm
Forum: Ideas and Suggestions
Topic: Add setting to hide unresearched items/recipes in factoriopdia
Replies: 29
Views: 3024

Re: Add setting to hide unresearched items/recipes in factoriopdia

Is not just the fatoriopedia but also the game showing stuff in the main menu, one takes great lengths to avoid spoilers by not reading FFF and bam! spoilers in your face when you open the game. There's currently the mod "Hide Space Age spoilers" that helps with that, but it would best if the game ...
by m44v
Tue Oct 22, 2024 1:56 pm
Forum: Won't fix.
Topic: [Genhis][2.0.8] follower robot count research is not migrated from 1.1
Replies: 2
Views: 554

[Genhis][2.0.8] follower robot count research is not migrated from 1.1

After loading a save from 1.1 to 2.0.8 the infinite research 'follower robot count' gets reset to its first tier, instead of remaining in the tier it was in 1.1. This doesn't happen with other infinite research.

I don't have the space age expansion in case is relevant.
by m44v
Fri Apr 26, 2024 9:03 pm
Forum: News
Topic: Friday Facts #408 - Statistics improvements, Linux adventures
Replies: 161
Views: 39608

Re: Friday Facts #408 - Statistics improvements, Linux adventures

Thanks raiguard for all your work on the linux version of factorio!

Are there any other statistics improvements you can think about for 2.0?
I have some:

Reduce the item jitter, it's difficult to select/deselect stuff with the mouse, in particular science packs.
A graph combinator, for ...
by m44v
Sun Dec 20, 2020 8:36 pm
Forum: General discussion
Topic: Come up with new infinite research
Replies: 34
Views: 14379

Re: Come up with new infinite research

Add infinite evolution, biters can gain health without a hard cap. Now all infinite military tech has a purpose.
by m44v
Sat Jul 04, 2020 4:35 am
Forum: News
Topic: Friday Facts #354 - Launch party and HR power switch
Replies: 33
Views: 22196

Re: Friday Facts #354 - Launch party and HR power switch

WHAT. the power switch is hollow? all this time I thought it was a big solid piece of metal making the connection.

To be frank I don't like it now.
by m44v
Tue Jun 02, 2020 12:51 am
Forum: General discussion
Topic: Factorio Paper Cuts
Replies: 29
Views: 11877

Factorio Paper Cuts

Given that Wube is on the race for the 1.0 release I thought about sharing my list of petty annoyances with the game, with luck some of them are trivial to fix, sort of like a paper cut bug .
I want to encourage everyone to find more, it has to be an annoying usability issue that hopefully is also ...

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