Search found 424 matches

by IronCartographer
Tue Jan 26, 2021 6:27 pm
Forum: Mods
Topic: [MOD 0.16.x] Factorio Extended Plus
Replies: 52
Views: 45107

Re: [MOD 0.16.x] Factorio Extended Plus

In Factorio 1.1.9, Smart Belt Dragging was added to the game engine, allowing automatic placement of underground belts when dragging regular belt through obstacles. To support this feature, belts need the 'related_underground_belt' property defined: https://wiki.factorio.com/Prototype/TransportBelt#...
by IronCartographer
Thu Jan 14, 2021 11:22 am
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 6793

Re: Version 1.1.9

"Minor Features" automatic underground belts and rotation ... you call that 'minor' feature? Thanks guys! Major features are entire game systems--collections of mechanics. Much like the no-sales policy, integer pricing, and staying on alpha versions for so long...Factorio keeps things real rather t...
by IronCartographer
Wed Jan 13, 2021 5:29 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.8] Editor controller GUI infinity filter category selection fails
Replies: 1
Views: 184

[Rseding91] [1.1.8] Editor controller GUI infinity filter category selection fails

With multiple mods adding their own categories for items (resulting in an overflow to a second row), the editor controller's infinity filter selection UI will no longer switch category. Instead of switching, multiple categories become selected with the yellow highlight. Attached save is an example, ...
by IronCartographer
Thu Jan 07, 2021 2:27 pm
Forum: Releases
Topic: Version 1.1.7
Replies: 25
Views: 8411

Re: Version 1.1.7

keks244 wrote:
Thu Jan 07, 2021 1:42 pm
Please bring back the Rocket count UI :cry:
https://mods.factorio.com/mod/rocket-silo-stats
Jorn86 wrote:
Thu Jan 07, 2021 2:16 pm
Does 'mobile' mean spidertron / other vehicle grid roboports? If not, then what does it mean?
Yes.
by IronCartographer
Wed Dec 16, 2020 6:06 am
Forum: Ideas and Suggestions
Topic: Hotkey to replace existing structures with blueprint
Replies: 46
Views: 4672

Re: Hotkey to replace existing structures with blueprint

this could be improved with a 'deconstruction blueprint' for saving tiles or entities you want removed in an area stamp. This would be amazing for creating 2 stage blueprints. one that includes construction 'scaffolding' like roboports and storage chests, then you just stamp the 'clean up' deconstr...
by IronCartographer
Wed Dec 02, 2020 6:30 pm
Forum: Not a bug
Topic: [1.1.3] Unexpected behaviour when draging power poles
Replies: 4
Views: 212

Re: [1.1.3] Unexpected behaviour when draging power poles

I've been experiencing this with Inbuilt Lighting mod. Thank you for pointing out it is modded behavior; I will look into solutions with entity flags and such.
by IronCartographer
Sat Nov 28, 2020 7:52 pm
Forum: Ideas and Suggestions
Topic: I'd like to be able to see my corpse on the map.
Replies: 53
Views: 8088

Re: Deaths

So I am not playing on the cluster servers, and found that if you are not familliar with a factory and than die by train. You can never find you body back. My fix for this is simple, have the death message clickable and work like the marker; A bit flashy and move you to the map screen to that locat...
by IronCartographer
Fri Nov 27, 2020 8:20 pm
Forum: Ideas and Suggestions
Topic: Paste function should rotate belts
Replies: 5
Views: 222

Re: Paste function should rotate belts

… I don't think so. We have quick-replace between splitters, undergrounds & belts as long as they are in the same direction. But the only reason why you cannot paste a 4x4 balancer onto 4 parallel belts is because some of the belts need to be rotated – which is what this suggestion is about. Indivi...
by IronCartographer
Fri Nov 27, 2020 7:54 pm
Forum: Ideas and Suggestions
Topic: Paste function should rotate belts
Replies: 5
Views: 222

Re: Paste function should rotate belts

valneq wrote:
Fri Nov 27, 2020 6:13 pm
If we had this, we could paste a 4x4 balancer on top of 4 belts on the bus, right?
That is a different request, more akin to this: viewtopic.php?f=6&t=59554
by IronCartographer
Fri Nov 27, 2020 12:01 am
Forum: Releases
Topic: Version 1.1.0
Replies: 214
Views: 36157

Re: Version 1.1.0

Edit: Refocused due to tone-deaf appearance of remaining text in light of neutralized context. The visual style is good to be consistent, but also worth remembering that if everything is trying to stand out in color, nothing will stand out other than the aggressively vivid colors as a whole. Clear c...
by IronCartographer
Thu Nov 26, 2020 4:58 pm
Forum: Ideas and Suggestions
Topic: Hotkey to replace existing structures with blueprint
Replies: 46
Views: 4672

Re: Hotkey to replace existing structures with blueprint

This would be very helpful in 1.1. Have normal and shift-place stay the same as in 1.0, and add an extra modifier key for overriding current ghosts with new roations or upgrades. That's an argument for ctrl-shift rather than shift-right click; it would be a more forceful placement rather than simpl...
by IronCartographer
Wed Nov 25, 2020 3:08 pm
Forum: Ideas and Suggestions
Topic: [1.1.0] Please reinstate the +/- feature in the character's logistics window
Replies: 6
Views: 268

Re: [1.1.0] Please reinstate the +/- feature in the character's logistics window

Truth be told I'd rather have a UI more like the Signal/Filter Selection UI, with the ability to set requests on each of the valid items in-game, sorted and grouped appropriately in the panel itself rather than requiring a separate pop-up (though it is less inconvenient than it used to be, with E to...
by IronCartographer
Mon Nov 23, 2020 1:10 pm
Forum: Ideas and Suggestions
Topic: Mod Management Improvement
Replies: 6
Views: 400

Re: Mod Management Improvement

Sort currently enabled mods to the top. This can make it clear exactly what you actually have enabled at any given time. Giving it a sort arrow like we have for Name and Version would look consistent with the rest of the UI. +1 The idea was to be able to see, at a glance, what all is and is not com...
by IronCartographer
Mon Nov 02, 2020 11:02 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 140
Views: 27499

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

It looks like the spidertron‘s leg on the very right side is in front of the train even though it‘s standing behind the track. Or am I just seeing things? Sprite layer limitations. The legs are rendered in front of the train regardless of position, which works for the bottom two but causes the "gli...
by IronCartographer
Sun Nov 01, 2020 7:32 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 140
Views: 27499

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

detecting and following progress in-game might feel more restrictive. Can you not just look at the techs researched for the most recent save? It was not a question of how, but why: Why should it be limited when the whole point is to highlight things to come, maintaining player interest and motivati...
by IronCartographer
Sat Oct 31, 2020 5:10 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 140
Views: 27499

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Would be kinda cute if it progressed through the different stages of the game based on your last save file, with the first version being just some grass and a forest That's certainly a neat feature of the Half Life and Portal games. It would be fitting for Factorio if there were a campaign focus, b...
by IronCartographer
Fri Oct 30, 2020 11:16 am
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 140
Views: 27499

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Spidertron now supports copy-paste, which not only copies the color, name, and logistic requests, but even the equipment grid contents, which it takes from the player doing the operation if possible. This removes the tedium of setting up additonal Spidertrons. Any plans to make vehicles blueprintab...
by IronCartographer
Sat Oct 10, 2020 11:42 am
Forum: Outdated/Not implemented
Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
Replies: 20
Views: 800

Re: Make chain signals the norm, and rail signals for experts

Revision is indeed in order. Admittedly I went too "pure" with the idea intending it to be simple. In testing the concept I originally used rail signals only for the start of a train stop area. Later I found it worked with entirely chain signals (working with new players and demonstrating the behavi...
by IronCartographer
Sat Oct 10, 2020 2:06 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 28162

Re: Friday Facts #361 - Train stop limit, Tips and tricks

I think that use of the + and - keys to lay landfill and concrete/brick in larger or smaller patches per click and with click drag would be helpful in the tips. I still find myself telling players in multiplayer about this trick on a regular basis. Coaxing players toward the hotkey menu and making ...

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