Search found 42 matches

by Moosfet
Thu Jul 22, 2021 10:23 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Filter inserters' filter setting is not kept when built from blueprints under certain conditions.
Replies: 3
Views: 581

[Rseding91] Filter inserters' filter setting is not kept when built from blueprints under certain conditions.

Filter inserters' filter setting is not kept when built from blueprints under certain conditions. 1. Place a new filter inserter. 2. Connect a circuit network wire to the inserter. 3. Configure the circuit connection mode of operation to "set filters." 4. Remove the circuit network wire. 5...
by Moosfet
Mon Jul 02, 2018 7:59 pm
Forum: Ideas and Suggestions
Topic: Network error messages are too vague to be useful.
Replies: 4
Views: 1065

Re: Network error messages are too vague to be useful.

Well, we know what happened then. As for the bug report side of this, look at it from the perspective of someone who hasn't seen all of the other error messages, and thus doesn't know that "couldn't establish network communication with server" doesn't cover all of the other error messages ...
by Moosfet
Thu Jun 28, 2018 4:22 pm
Forum: Ideas and Suggestions
Topic: Network error messages are too vague to be useful.
Replies: 4
Views: 1065

Re: Network error messages are too vague to be useful.

I thought this made much more sense under "bug reports" where I originally put it. It's not like I'm proposing that Factorio do something new here. Factorio already displays error messages. Someone just needs to look at the error messages and ask themselves "what other situations coul...
by Moosfet
Thu Jun 28, 2018 1:11 pm
Forum: Ideas and Suggestions
Topic: Network error messages are too vague to be useful.
Replies: 4
Views: 1065

Network error messages are too vague to be useful.

When trying to connect to a friend's server, I got this error: "couldn't establish network communication with server" That is far too vague to be helpful. What exactly does it mean? I can think of many things it might mean: 1. DNS look-up failure: Maybe I typed the domain name wrong. Maybe...
by Moosfet
Sun Mar 04, 2018 8:25 am
Forum: Ideas and Suggestions
Topic: Factorio needs to be brighter (w/ images and source code)
Replies: 27
Views: 4909

Re: Factorio needs to be brighter (w/ images and source code)

To help out my friend, I wrote a Windows utility to brighten Factorio. Afterwards he told me "in your screenshots i didn't like it but here it i do." So maybe everyone just needs to see it in-game. My Factorio Brightening Utility: http://www.ecstaticlyrics.com/secret/brighten.zip You have ...
by Moosfet
Sat Mar 03, 2018 2:53 am
Forum: Ideas and Suggestions
Topic: Factorio needs to be brighter (w/ images and source code)
Replies: 27
Views: 4909

Re: Factorio needs to be brighter (w/ images and source code)

I'm really at a loss to understand how anyone can think the original brightness is better, other than simply being in shock at seeing something different than what they're used to. I didn't start out with it that bright, but after I got used to my first smaller increase in brightness, it clearly nee...
by Moosfet
Thu Mar 01, 2018 5:35 am
Forum: Ideas and Suggestions
Topic: Factorio needs to be brighter (w/ images and source code)
Replies: 27
Views: 4909

Re: Factorio needs to be brighter (w/ images and source code)

The gamma curve seems to be fine. The problem here is simply one of brightness. When people render 3D images, they have to choose how bright the rendered image is, either by changing the lighting or by changing the exposure. However, many people make a mistake in choosing the exposure, in that they ...
by Moosfet
Wed Feb 28, 2018 10:56 pm
Forum: Ideas and Suggestions
Topic: Factorio needs to be brighter (w/ images and source code)
Replies: 27
Views: 4909

Factorio needs to be brighter (w/ images and source code)

I suggested this a year ago, and so far the developers have ignored it, so let's try again... To see exactly what I mean, look at these examples: https://imgur.com/a/C5PNs Seeing them side-by-side, Factorio's current appearance is just crazy dark. Even in the middle of the day it's difficult to see ...
by Moosfet
Tue Jun 06, 2017 10:43 am
Forum: General discussion
Topic: Re-Enable Achievements...
Replies: 96
Views: 97809

Re: Re-Enable Achievements...

Another example, with version 0.15.18: hexedit.png The byte that must be changed to 00 is the one highlighted in orange. This is with the Factorissimo 2 mod, causing it to be near "Factory floor 2" instead of "nauvis." To find it I executed "/c game.player.print 'hello me!'&...
by Moosfet
Tue May 30, 2017 6:42 am
Forum: Resolved Problems and Bugs
Topic: Inserter facing up/north slower than other directions
Replies: 38
Views: 29501

Re: Inserter facing up/north slower than other directions

It is widely recognized that comparing two floating point numbers via == is bad. I don't think I could explain it better than this FAQ entry . I believe this applies here, despite any additional contributing factors to inaccuracy. Factorio requires determinism which means that if any of our compile...
by Moosfet
Sat May 27, 2017 2:06 pm
Forum: Resolved Problems and Bugs
Topic: Crash for Unknown Reason
Replies: 2
Views: 466

Re: Crash for Unknown Reason

I ran memtest86+ for five hours, but it found no errors.
by Moosfet
Sat May 27, 2017 6:30 am
Forum: Resolved Problems and Bugs
Topic: Crash for Unknown Reason
Replies: 2
Views: 466

Crash for Unknown Reason

Log file and save game attached. Uses Factorissimo 2 mod. Unfortunately I have no idea what caused it. I reloaded and repeated the same actions (nothing unusual, just setting up a machine), but it didn't crash again. Hopefully the log file is helpful. Possibly (but probably not) worth noting is that...
by Moosfet
Thu May 18, 2017 12:32 am
Forum: Implemented Suggestions
Topic: Make save game overwrites less dangerous
Replies: 91
Views: 14845

Re: Make save game overwrites less dangerous

1. New games should clear the previous/default save game name variable, forcing the player to enter a new name for their new map or choosing another from the list. Actually this just needs to be changed from being a global variable to a map-specific variable. Load a map and you might want it to sav...
by Moosfet
Sun Jul 10, 2016 6:20 am
Forum: Not a bug
Topic: circuit network wires: allow both chain and star topology
Replies: 15
Views: 2756

Re: circuit network wires: allow both chain and star topology

There are still 1 million more things that are absolutely awesome about this game, than the few significant flaws (none of which are unfixable). Oh, absolutely. I've got probably 300 hours in this game (though it's probably going to stay there for a while as I feel rather burnt out now), which mean...
by Moosfet
Sat Jul 09, 2016 4:06 pm
Forum: Not a bug
Topic: circuit network wires: allow both chain and star topology
Replies: 15
Views: 2756

Re: circuit network wires: allow both chain and star topology

I also think if they hadn't changed it by accident, nobody would have even bothered to think about this issue. I was thinking about it in 0.12. It seemed totally broken to me, as the thought of chaining things together rather than using star topology was nowhere on my mind's radar, plus there was t...
by Moosfet
Sat Jul 09, 2016 4:53 am
Forum: Not a bug
Topic: circuit network wires: allow both chain and star topology
Replies: 15
Views: 2756

Re: circuit network wires: allow both chain and star topology

The best explanation I can think of is that he only got as far as "several of us actually preferred the old (new) behavior" and thought "well, we can't have it both ways, so someone is going to be disappointed no matter what" and made his response based on the assumption that I j...
by Moosfet
Fri Jul 08, 2016 6:11 pm
Forum: Not a bug
Topic: circuit network wires: allow both chain and star topology
Replies: 15
Views: 2756

Re: circuit network wires: allow both chain and star topology

Everyone likes something different. The whole "options" menu is full of stuff that could have been discounted with "everyone likes something different." Yet the options menu exists, because good software is about giving everyone what they want. So rather than say "no matter...
by Moosfet
Fri Jul 08, 2016 2:47 am
Forum: General discussion
Topic: Chaining wires for 0.13
Replies: 38
Views: 7308

Re: Chaining wires for 0.13

Well, since 24 hours is an eternity on the internet, I went ahead and made this post to request that my algorithm be implemented.
by Moosfet
Fri Jul 08, 2016 2:40 am
Forum: Not a bug
Topic: circuit network wires: allow both chain and star topology
Replies: 15
Views: 2756

circuit network wires: allow both chain and star topology

In 0.13.5, the following change was made: [*]When connecting circuit wires, the wire will re-anchor to the last entity clicked. (https://forums.factorio.com/28096) Several of us actually preferred the old (new) behavior, and seemingly everyone believes it would be best if both behaviors were availab...

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