Search found 34 matches

by Sente
Tue Nov 19, 2024 2:23 am
Forum: Bug Reports
Topic: [2.0.17] Rocket silo visually clipping through built rockets
Replies: 5
Views: 360

Re: [2.0.17] Rocket silo visually clipping through built rockets

I have also experienced some clipping issues when launching rockets. I have some beacons to the north of the rocket silo and when the rocket is launching, the module icons are clipping through the rocket up until a certain point. Attached is a clip demonstrating the clipping. The save is also includ...
by Sente
Fri Oct 25, 2024 6:06 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 418
Views: 215854

Re: 3 and 4 way intersections

Here is my first attempt at a 2-lane 4-way RHD intersection. It's just slightly larger than a single chunk due to the need to make room for extra signals. Still trying to find a way to shrink it slightly so it will fit entirely within one chunk without loss of too much performance. 10-25-2024, 02-01...
by Sente
Thu Oct 24, 2024 1:12 am
Forum: Assigned
Topic: [posila] [2.0.9] Splitter filter condition drawn under splitter in preview (quality/window/layer)
Replies: 1
Views: 193

[posila] [2.0.9] Splitter filter condition drawn under splitter in preview (quality/window/layer)

Behavior: When changing filter conditions for a splitter, the filter comparison operator for quality draws under the splitter instead of over the splitter. This hinders the player from seeing the filter comparison operator within the window. Exiting from the window will show the comparison operator ...
by Sente
Fri Apr 26, 2019 2:53 pm
Forum: News
Topic: Friday Facts #292 - Inching closer to stable
Replies: 41
Views: 24447

Re: Friday Facts #292 - Inching closer to stable

Wow... that raycasting engine within Factorio just blew me away. I have no words. :shock:
by Sente
Thu Apr 18, 2019 2:07 pm
Forum: Releases
Topic: Version 0.17.32
Replies: 62
Views: 30001

Re: Version 0.17.32

The time has already come to release new fluid physics. Come on, make a final effort and do it already. You put it off for too long. Oh wait they're taking orders now? I'd like a ham sandwich and a skim latte, please. Right away sir! Dang. He must've already had root privilege. Didn't even need a s...
by Sente
Sat Apr 13, 2019 6:05 am
Forum: Releases
Topic: Version 0.17.29
Replies: 33
Views: 18543

Re: Version 0.17.29

I would also like to have obstacle avoidance for ghost rail-building back. I really appreciated that feature quite a bit. I use it pretty extensively in my games.
by Sente
Fri Mar 15, 2019 8:16 pm
Forum: General discussion
Topic: Woo! More Factorio development gifs!
Replies: 1
Views: 1370

Woo! More Factorio development gifs!

Glad to see that the thread was updated! One of my favorite threads of all time :mrgreen: Completely sympathize with code review and that someone was obviously drinking and coding.
by Sente
Fri Mar 08, 2019 2:42 pm
Forum: News
Topic: Friday Facts #285 - Bugs, Bugs, Bugs.
Replies: 65
Views: 32678

Re: Friday Facts #285 - Bugs, Bugs, Bugs.

Those graphical glitches were pretty funny :D
by Sente
Thu Mar 07, 2019 2:28 pm
Forum: Releases
Topic: Version 0.17.8
Replies: 25
Views: 21547

Re: Version 0.17.8

Thanks for the quick bug fixes!
by Sente
Wed Feb 27, 2019 4:02 am
Forum: Duplicates
Topic: [0.17.1] CONTROL modifier assigned to mouse key is not recognized in Factorio
Replies: 2
Views: 992

[0.17.1] CONTROL modifier assigned to mouse key is not recognized in Factorio

In previous versions of Factorio (v0.16 and earlier) it would correctly recognize that I had the CONTROL modifier key bound to a mouse button such that pressing CONTROL+Left Click (both buttons on the mouse) would be recognized. However, in 0.17.1, the CONTROL modifier key is not recognized when it ...
by Sente
Thu Jan 31, 2019 2:19 pm
Forum: General discussion
Topic: Who brought you to factorio?
Replies: 30
Views: 11352

Re: Who brought you to factorio?

The trailer was what brought me to Factorio. As soon as I saw that trailer, I wanted it. That was when it first came onto Steam. I can't wait to see if they'll update the trailer for v1.0. I think at the end it should include the Factorio sign in-game and fade out to the official Factorio logo. I re...
by Sente
Sat Jan 12, 2019 5:59 am
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 47679

Re: Friday Facts #277 - GUI progress update

Yes to procedural wave defense! I stopped playing wave defense because it was too static.
by Sente
Fri Jan 11, 2019 1:47 am
Forum: General discussion
Topic: Entity equations
Replies: 4
Views: 2697

Re: Entity equations

The notes I tend to take I put it directly on the map. The rest, I do the math in my head ^_^
by Sente
Fri Jan 11, 2019 1:45 am
Forum: General discussion
Topic: The Factorio Development in Gifs Thread was HYSTERICAL.
Replies: 2
Views: 2007

Re: The Factorio Development in Gifs Thread was HYSTERICAL.

Yes, I'm always checking that thread. I get sad when it doesn't get updated :cry: *slight nudge*
by Sente
Thu Jan 11, 2018 4:46 am
Forum: Releases
Topic: Version 0.16.16
Replies: 100
Views: 54350

Re: Version 0.16.16

I am very sad to see the splitter change. This broke most of my mixed belt setups. The outputs from the splitters are now very unbalanced (for mixed belts) because they do not retain the per-item splitting. Honestly, this change just pushed me from having fun with belts to just going to bots. I unde...
by Sente
Fri Dec 15, 2017 3:38 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 112324

Re: 0.16 Map generation Feedback

Lacking stone may actually be a map coloring issue. In the minimap stone has almost the same color as certain terrains. Especially when you play on a desert-y map I took that into account. First, I was actually looking in view, not minimap/map view. Then, I decided to turn off all terrain other tha...
by Sente
Thu Dec 14, 2017 5:11 pm
Forum: General discussion
Topic: 0.16 Map generation Feedback
Replies: 210
Views: 112324

Re: 0.16 Map generation Feedback

I like how far apart the resources are in very low frequency. However, there is way too much uranium even on very low. On the other hand, stone seems to be as rare as uranium was in 0.15. I repeatedly generated maps and scanned a 2000 chunk radius looking at resources. Stone spawned smaller and less...
by Sente
Sun Dec 10, 2017 5:48 pm
Forum: News
Topic: Friday Facts #220 - The best Friday Facts ever
Replies: 197
Views: 85877

Re: Friday Facts #220 - The best Friday Facts ever

Fully expect an update to the "Factorio Development Explained in GIFs" after/during this release to see what captures the insanity the devs are going through to deliver before the holidays!
by Sente
Mon Nov 20, 2017 7:47 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 38579

Re: Friday Facts #217 - Just another Friday Facts

Predictable starting areas and resources does sound a bit boring actually! Would be fun to have a world setting for "anything goes". Where anything could happen, e.g. survival in the middle of a forest with few resources and being required to explore to find a better spot for your base......
by Sente
Fri Nov 17, 2017 2:38 pm
Forum: News
Topic: Friday Facts #217 - Just another Friday Facts
Replies: 84
Views: 38579

Re: Friday Facts #217 - Just another Friday Facts

kane.nexus wrote:What if you allowed all resources to spawn wherever the generator designates and create tiles of resources that are a mixed resource?
I whole-heartedly support an option for mixed resources! I find it extremely fun to have to sort resources correctly and route them.

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