Search found 293 matches

by <NO_NAME>
Fri Jun 14, 2024 7:40 pm
Forum: News
Topic: Friday Facts #415 - Fix, Improve, Optimize
Replies: 91
Views: 18038

Re: Friday Facts #415 - Fix, Improve, Optimize

Honestly, the fact that you guys managed to make multi-threaded program of this scale deterministic is super impressive.
The fact it additionally can run it sync on multiple machines is beyond my imagination.
by <NO_NAME>
Fri May 31, 2024 6:18 pm
Forum: News
Topic: Friday Facts #413 - Gleba
Replies: 119
Views: 26105

Re: Friday Facts #413 - Gleba

If it's as swampy as you described, I guess there will be penalty to movement speed or maybe it will even interfere with some of vehicles? Nice looking planet and I would make it my new home if I wasn't stuck half way in the mud. There were never as important to destroy all the nature and concrete e...
by <NO_NAME>
Fri Feb 23, 2024 4:28 pm
Forum: News
Topic: Friday Facts #399 - Trash to Treasure
Replies: 295
Views: 60671

Re: Friday Facts #399 - Trash to Treasure

The hype train is going so fast now, it itself is slowly reaching the escape velocity.
by <NO_NAME>
Fri Nov 10, 2023 5:06 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 333
Views: 65395

Re: Friday Facts #384 - Combinators 2.0

[...] The second thing I'd like most is the ability to select certain properties from red or green only.. stuff like everything * everything would be a lot more useful if you could say "red everything * green everything". YES. Vector operations, would perform out := green <OP> red for eac...
by <NO_NAME>
Fri Oct 27, 2023 9:17 pm
Forum: News
Topic: Friday Facts #382 - Logistic groups
Replies: 230
Views: 48072

Re: Friday Facts #382 - Logistic groups

i can fit rocket silo in my pocket, i can fit rocket silo in vagon, but rocket is too weak to carry rocket silo :mrgreen: but i get it, neither me or train is doing liftoff (inb4 galaxy express), and fuel consumption would be high to get that into orbit. This has a surprisingly simple explanation: ...
by <NO_NAME>
Tue Oct 24, 2023 6:12 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 54320

Re: Friday Facts #381 - Space Platforms

A lot of folks is asking how the items stick to the space-belts. Isn't it obvious? Glue, duh! We will have to catch some new animal, turn its hoofs into glue and use it to builds belts on the platforms. Yeah, there should have been a new type of belt for space. All new assemblers too. I don't know ...
by <NO_NAME>
Mon Oct 23, 2023 8:53 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 54320

Re: Friday Facts #381 - Space Platforms

A lot of folks is asking how the items stick to the space-belts. Isn't it obvious? Glue, duh!
We will have to catch some new animal, turn its hoofs into glue and use it to builds belts on the platforms.
by <NO_NAME>
Fri Oct 20, 2023 10:26 pm
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 54320

Re: Friday Facts #381 - Space Platforms

What's the story behinds the platforms not being allowed to have holes?
by <NO_NAME>
Fri Oct 13, 2023 4:11 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 40758

Re: Friday Facts #380 - Remote view

The new shader doesn't seem to work on wires.
by <NO_NAME>
Thu Sep 15, 2022 11:13 pm
Forum: News
Topic: Factorio is coming to Nintendo Switch™
Replies: 83
Views: 47397

Re: Factorio is coming to Nintendo Switch™

Already answered, see https://forums.factorio.com/viewtopic.php?p=573867#p573867 There is an argument to make that there is a lot of mods that console could handle but when you think about it, then yeah, the dev's line of argumentation makes a total sense. PC players can tinker with mods, load a fe...
by <NO_NAME>
Tue Sep 13, 2022 6:04 pm
Forum: News
Topic: Factorio is coming to Nintendo Switch™
Replies: 83
Views: 47397

Re: Factorio is coming to Nintendo Switch™

Why no mod support? I’m guessing it’s either: 1) Lack of CPU power and/or RAM 2) Trouble porting the Lua library, since it uses JIT, and the Switch won’t let unsigned code be marked as executable. Also, not using JIT would make 1 even worse, as well as fragmenting the codebase 3) Issues with commun...
by <NO_NAME>
Tue Mar 09, 2021 3:58 pm
Forum: Modding help
Topic: Localizing allowed_values without duplicating entries in the *.cfg file
Replies: 5
Views: 2225

Re: Localizing allowed_values without duplicating entries in the *.cfg file

Could some mod move this topic to Modding interface requests board, please?
by <NO_NAME>
Tue Mar 09, 2021 3:45 pm
Forum: Modding help
Topic: Localizing allowed_values without duplicating entries in the *.cfg file
Replies: 5
Views: 2225

Re: Localizing allowed_values without duplicating entries in the *.cfg file

If you could define a LocalisedName in lua during the settings stage for allowed_values, you could resolve this easily, but it is not exposed to the API to be able to do this. Interface request time? If there is really no way to do it right now then interface request time, sure as heck. (Both for n...
by <NO_NAME>
Tue Mar 09, 2021 3:38 pm
Forum: Mod portal Discussion
Topic: Strange Downloads
Replies: 9
Views: 3656

Re: Strange Downloads

I've uploaded a new mod (https://mods.factorio.com/mod/Rohlinheatagtmuf_Hdhaotaotfnllsape-atnsasri/downloads) 3 days ago and it already has 700 downloads which is way more than my older mods had around this age. I've added a new version 8 hours ago. At that moment the old version had around 150 down...
by <NO_NAME>
Tue Mar 09, 2021 7:59 am
Forum: Modding help
Topic: Localizing allowed_values without duplicating entries in the *.cfg file
Replies: 5
Views: 2225

Re: Localizing allowed_values without duplicating entries in the *.cfg file

OK, a real example from my latest mod. Rohlinheatagtmuf Hdhaotaotfnllsape'atnsasri.cfg There is 165 entries in this file but it could be only 53 (> 3x less!) if duplicates were removed. I'm using a template of the locale file and then create duplicate files by a script but this is a problematic appr...
by <NO_NAME>
Sun Mar 07, 2021 11:03 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26] Interface issues when mod name is long
Replies: 5
Views: 4985

Re: [kovarex] [1.1.26] Interface issues when mod name is long

valneq wrote:
Sun Mar 07, 2021 8:33 pm
<NO_NAME> wrote:
Sun Mar 07, 2021 5:53 pm
I'm not sure if this count as a bug but it looks bizarre.
I don't see a bug here. What exactly looks bizarre?
All this blue text (beside the first two words) is the name of my mod.

(I probably should show English version of the game but this screenshot wasn't planned for the forum.)
by <NO_NAME>
Sun Mar 07, 2021 5:53 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26] Interface issues when mod name is long
Replies: 5
Views: 4985

Re: [kovarex] [1.1.26] Interface issues when mod name is long

This title is an art. It's subversive poetry without rhymes and you cannot suppress it! ;-)

Btw, I've found another funny side-effect of a long name.
unknown.png
unknown.png (175.45 KiB) Viewed 4834 times
I'm not sure if this count as a bug but it looks bizarre.
by <NO_NAME>
Fri Mar 05, 2021 8:39 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.26] Interface issues when mod name is long
Replies: 5
Views: 4985

[kovarex] [1.1.26] Interface issues when mod name is long

So I've made a mod with reasonable and absolutely legal name of 277 characters and there are a few problems with the game interface: 1) In the "Mods" menu, when you select the mod on the list, you cannot see the entire name on the right. (Not that big a deal but it would be nice it there w...
by <NO_NAME>
Sun Feb 28, 2021 3:09 am
Forum: Modding help
Topic: Localizing allowed_values without duplicating entries in the *.cfg file
Replies: 5
Views: 2225

Localizing allowed_values without duplicating entries in the *.cfg file

There is a series of drop-down lists in my mod settings, each containing the same allowed_values . I know I can do localize them like this: [string-mod-setting] my-mod-setting1-value1=Locale 1 my-mod-setting1-value2=Locale 2 # more values... (imagine 4 more lines here) my-mod-setting1-value7=Locale ...
by <NO_NAME>
Mon Feb 08, 2021 5:03 pm
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 73235

Re: Blueprints: Mirror/flip

But then kovarex was playing and really really wanted to just copy and flip his train unloading setup (just your typical Inserters, chests, and belts). So he decided to just add it, and prevented the flip problems by just disallowing flipping blueprints that wouldn't flip properly. Nice to know tha...

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