Search found 831 matches

by mexmer
Thu Nov 14, 2019 11:29 pm
Forum: Ideas and Suggestions
Topic: Confirm dialog on close in windowed mode
Replies: 28
Views: 10880

Re: Warning before closing Factorio via window X-Button

Catching and processing the click on the X needs more code than just disabling the X-button... not really, putting asides multiplayer, game will just "pause" on clicking X, then show warning ... nothing complicated needs to be implemented. tbh. lot of games i play warns you, if you use ALT+F4 or cl...
by mexmer
Wed Jul 03, 2019 6:35 am
Forum: General discussion
Topic: Should standing next to an active reactor harm player health?
Replies: 42
Views: 2554

Re: Should standing next to an active reactor harm player health?

it's really funny when people pick one simple detail and talk about realism, yet ignoring thousands of other "gamified" stuf.

and ait's almost always most annoying thing, they come with.

just mod it, if you want more annoyances in game, that's my answer. :mrgreen:
by mexmer
Fri Jun 28, 2019 5:20 am
Forum: Outdated/Not implemented
Topic: Respect Windows Storage Paths
Replies: 34
Views: 1459

Re: Respect Windows Storage Paths

There are a number of locations that I'm happy to see my saved games stored. Most importantly "with the game files" and "in %appdata%/%localappdata%" are not on that list, and I get a little frustrated every time I see another game save in one of these locations... because I know that if I have a h...
by mexmer
Sat Jun 22, 2019 7:41 pm
Forum: Minor issues
Topic: [posila][0.17.50] Numpad numbers do not accept Shift as a modifier key
Replies: 4
Views: 296

Re: [0.17.50] Numpad numbers do not accept Shift as a modifier key

as it has been stated some months ago (i think somewhere on version 0.15), game changed from using scancodes to keycodes (There were issues with remaping of different regional layouts and other stuff). so what you see, is what actually keyboard sends. if numlock is on, it will send numpad0, if it's...
by mexmer
Sat Jun 22, 2019 4:04 pm
Forum: Outdated/Not implemented
Topic: Respect Windows Storage Paths
Replies: 34
Views: 1459

Re: Respect Windows Storage Paths

while for apps i would advocate usage of %appdata% or %localappdata% (for temporary stuff). for game saves i prefer either usage of game specific folder in "My Documents" (FOLDERID_Documents) or "My Saved Games" (introduced in vista FOLDERID_SavedGames ) because it's easy to find and easy to backup.
by mexmer
Sat Jun 22, 2019 3:53 pm
Forum: News
Topic: Friday Facts #300 - Special edition
Replies: 49
Views: 7697

Re: Friday Facts #300 - Special edition

hmm, so many people likes supaplex :mrgreen:

i wonder, why nobody mentioned dynablaster tho', they are not that much apart (both released 1991), and it was best single pc multiplayer game (up to 4 payers) :cry:
by mexmer
Sat Jun 22, 2019 3:47 pm
Forum: Minor issues
Topic: [posila][0.17.50] Numpad numbers do not accept Shift as a modifier key
Replies: 4
Views: 296

Re: [0.17.50] Numpad numbers do not accept Shift as a modifier key

you might not be aware of this, but numpad keys are only "numpad number", when numlock is on. when numlock is off, they have other purpose (on normal pc keyboard it's arrows, ins, del, home, end, pgup, pgdown) as it has been stated some months ago (i think somewhere on version 0.15), game changed fr...
by mexmer
Sun Jun 16, 2019 9:50 am
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x] SCTM
Replies: 122
Views: 12594

Re: [MOD 0.16.x, 0.17.x] SCTM

I create a PR (https://github.com/mexmer/ScienceCostTweakerM/pull/32) that does the following: - Adds a 2nd normal configuration called 'NormalNoCheapStart'. It is the same as normal, except red science is not half-cost - Adds an API so that other mods can register technologies for SCT to ignore. I...
by mexmer
Tue Jun 11, 2019 6:15 am
Forum: Not a bug
Topic: [0.17.47]Freeplay message style regression
Replies: 7
Views: 317

Re: [0.17.47]Freeplay message style regression

Hm. I can't shake the feeling that the old one looks "less polished" though. Maybe it's just because i know that it is "old". I kinda liked how the new one was "wider" and had a seperate color for the <tab> key component to highlight that it's not part of the text. Also the dark color scheme had a ...
by mexmer
Sun Jun 09, 2019 2:06 pm
Forum: Minor issues
Topic: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"
Replies: 5
Views: 476

Re: [0.16.51] Mod ... dependency (?) ... not matching pattern "[?!] ModName [ModVersion specifier]"

i can cofirm same error on 0.17.47 https://i.imgur.com/XETLtxI.png but there is no such dependency in omnimatter_compression, so it looks like some issue on mod server storage. see https://mods.factorio.com/mod/omnimatter_compression/downloads { "name":"omnimatter_compression", "version":"3.0.7", "t...
by mexmer
Sun Jun 09, 2019 10:58 am
Forum: Not a bug
Topic: [0.17.47]Freeplay message style regression
Replies: 7
Views: 317

Re: [0.17.47]Freeplay message style regression

honestly, for me new style messages were unreadable, while oldstyle are much better.
by mexmer
Wed May 29, 2019 3:04 pm
Forum: Modding discussion
Topic: Remove elements [1] vs remove elements [#elements]
Replies: 8
Views: 356

Re: Remove elements [1] vs remove elements [#elements]

I'm using only one element per game tick and the order is not important. But on the next tick I need the next element and it must be some function get_first_element (elements) for i, element in pairs (elements) do local holder = table.deepcopy (element) elements[i] = nil return holder end end You d...
by mexmer
Tue May 28, 2019 9:05 pm
Forum: Modding discussion
Topic: Remove elements [1] vs remove elements [#elements]
Replies: 8
Views: 356

Re: Remove elements [1] vs remove elements [#elements]

Setting table element to nil is bad practice, unless you are only doing it for your own functions/data and properly handle it.

For example it breaks #tablename functionalitity for for cycles. And there is other minor stuff.

While it’s fast it should never be used on shared data
by mexmer
Tue May 28, 2019 5:50 am
Forum: Resolved Problems and Bugs
Topic: [0.17.39] Mods with icon beside their name not sorted correctly
Replies: 33
Views: 2109

Re: [0.17.39] Mods with icon beside their name not sorted correctly

Rseding91 wrote:
Mon May 27, 2019 6:36 pm
Qon wrote:
Mon May 27, 2019 12:48 pm
Are you going to remove rich text from train stop names too now Rseding91?
I would if I was allowed. I would remove it from everywhere except in-game chat.
+2
by mexmer
Sat May 25, 2019 12:08 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2557
Views: 314133

Re: Bugs & FAQ

infantryman4life wrote:
Sat May 25, 2019 1:23 am
i was looking in the FNEI mod and to see what use of the fuelrod mk01 is and i seen this with atleast 26 items for that item. i dont know if its your mod or FNEI.
It’s not angels nor fnei, it’s py, that causes this sort of issues
by mexmer
Thu May 23, 2019 9:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3073
Views: 511352

Re: Development and Discussion

Speaking of balance. Current Bob's mods set "Alloy processing 1" as prerequisite for "Electronics" which leads to a rather strange tech tree: Does it really need to research some expensive (in early game) techs just to get basic metal mixing furnace and start making basic electronic boards? not sur...
by mexmer
Sun May 19, 2019 8:51 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.41] Modded Game Freezes when clicking on a specific technology
Replies: 4
Views: 753

Re: [0.17.41] Modded Game Freezes when clicking on a specific technology

this issue reminds me of similar issue, where someone reported, that his game froze, when selecting certain technologies, while having SCTM installed (mind SCTM is also part of seablock modpack), for that person fix was to disable connecting science packs with technologies. to explain, science pack ...
by mexmer
Sun May 19, 2019 7:31 pm
Forum: Ideas and Requests For Mods
Topic: Future idea - Pre Industrial Realism.
Replies: 20
Views: 723

Re: Future idea - Pre Industrial Realism.

have you put though on on one simple thing? why the hell should person from civilization, that is capable of interstellar flight should start wirh preindustrial tech? if you consider game canon, even steam engines are little off ... but somewhat tolerable, but anything bellow? we are not playing civ...
by mexmer
Fri May 17, 2019 3:36 pm
Forum: Technical Help
Topic: [SOLVED] Swap Buffers Failed
Replies: 4
Views: 278

Re: [posila] Swap Buffers Failed

i suggest you try to revert nvidia drivers to previous version if you have latest ones, on the other hand, if you have some old driver, first try updating to newer. from what i found 417.58 seems to be rather stable and good version, while lot of 418.xx drivers shows similar problem to yours trough ...

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