Search found 12 matches

by danyg
Sun Jun 27, 2021 10:18 am
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 100
Views: 68419

Re: Friday Facts #366 - The only way to go fast, is to go well!

@kovarex hope you read this: TDD Gurus: I would recommend you also to check out Kent Beck (father of TDD) and Martin Fowler, in particular its book Refactoring, as there you can find predefined techniques of refactoring that will help a lot. Just reading your post about the logic of manual building ...
by danyg
Sat May 02, 2020 5:49 am
Forum: Duplicates
Topic: [0.18.21] Crash report, pathfindalgorithm.cpp with Transport Drones
Replies: 2
Views: 1019

Re: [0.18.21] Crash report, pathfindalgorithm.cpp with Transport Drones

Hard to try as lots of the mods listed here are broken on 0.18.22.
Maybe "Removed migration for CustomInputPrototype consuming types that were removed in 0.15.24." might be the reason

Will try again in a few days when all the mods receive updates
by danyg
Fri May 01, 2020 8:29 am
Forum: Duplicates
Topic: [0.18.21] Crash report, pathfindalgorithm.cpp with Transport Drones
Replies: 2
Views: 1019

[0.18.21] Crash report, pathfindalgorithm.cpp with Transport Drones

After adding a new factory for Warning Concrete (Character is next to it) Game crashes after a minute or so, always in the same method, PathFindAlgorithm::baseDistanceHeuristic - AfraidOfTheDark 1.0.25 - Aircraft 1.7.1 - AutoDeconstruct 0.1.17 - Bottleneck 0.11.3 - Construction_Drones 0.5.2 - FNEI 0...
by danyg
Fri Oct 25, 2019 1:54 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 47000

Re: Friday Facts #318 - New Tooltips

@Twinsen Have you thought that with the multi-tooltip solution for several recipes + mods or GUI above 100% in relatively small resolutions (1080), it could happen that the tooltips get taller than the height of the screen? As they are tooltips that appear on hover, you cannot hover them to scroll t...
by danyg
Mon Jul 02, 2018 5:43 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 70447

Re: Friday Facts #249 - Dead end exploration

Not sure if anyone has said this, but, PLEASE, do an Undo action after ERASE blueprints, so if now the blueprint you handle is the only copy you have of it, it WILL happen that you erase it by accident, by ctrl+right clicking on it, as it happens to me a lot, especially when is a book, I mess it up ...
by danyg
Sun Jun 24, 2018 8:53 am
Forum: Modding help
Topic: Keeps showing Train path / fake entity mouseover
Replies: 2
Views: 1253

Re: Keeps showing Train path / fake entity mouseover

Optera wrote:I don't think the api exposes this (yet).

You can enable the debug option to show train paths by pressing F4.
Thanks for the reply.
Indeed, but it shows several trains path at the same time, so when you try to see why where one, in particular, get stuck you cannot see it well.

Thanks!
by danyg
Sat Jun 23, 2018 8:50 pm
Forum: Modding help
Topic: Keeps showing Train path / fake entity mouseover
Replies: 2
Views: 1253

Keeps showing Train path / fake entity mouseover

Hi I'm trying to create a mod that keeps showing a train path/route (like when hovering a train) when you open its GUI interface. The idea is to be able to see its path using the map as the hovering the train with the mouse only allows you to see one screen of it, as you cannot hover the train when ...
by danyg
Tue Jun 05, 2018 5:18 pm
Forum: Ideas and Suggestions
Topic: Keep Showing Locomotive Path when open Locomotive pane
Replies: 1
Views: 1056

Keep Showing Locomotive Path when open Locomotive pane

Hi there, I've created a train system where basically all of the rail signals are rail chain signals, so a train never leaves the station until the full route to its destination is clear. Sometimes the trains cannot find a route, due to several reasons, so that it will be helpful to be able to see t...
by danyg
Sat Jul 29, 2017 10:59 am
Forum: News
Topic: Friday Facts #201 - 0.15 Stable, but not really
Replies: 148
Views: 52452

Re: Friday Facts #201 - 0.15 Stable, but not really

Guys as regards: Rail block visualisation finished One of the thing is still being not so straight forward is to know the direction from where the trains came in a specific rail. As per the image shown, I couldn't know, I would expect to see an arrow in those coloured lines. Either that or change a ...
by danyg
Sun Apr 30, 2017 11:39 am
Forum: Balancing
Topic: [0.15] Doors to expensive?
Replies: 1
Views: 1091

[0.15] Doors to expensive?

Hi guys, I started a new game with 0.15, and I realise that doors seems to be dramatically expensive (I playing with 'normal' as recipe cost), so the walls cost 10 red science packs, whereas the doors is 100x red + 100 greens, I think is quite expensive, is cheaper to increase upgrade the furnaces w...
by danyg
Sun Apr 30, 2017 11:34 am
Forum: Ideas and Suggestions
Topic: [0.15] Blueprints autoplace by character
Replies: 0
Views: 913

[0.15] Blueprints autoplace by character

Basically I think what this mod does https://mods.factorio.com/mods/Mylon/Bluebuild should be vanilla, since the blueprints are available early in the game, makes totally sense that when the character approach to a ghost element, place it by itself, slowly of course. I found myself using blueprints ...
by danyg
Thu Nov 10, 2016 10:56 pm
Forum: Ideas and Suggestions
Topic: Lamps Use CONDITION Color
Replies: 3
Views: 4771

Lamps Use CONDITION Color

Hi I'm trying to create a "dashboard" / status of the factory, measuring Oil amount or Coal in the Steam Machines buffers, my idea was to wire the whole factory and put some lamps each with a different color, when a lamp turn on would be an alarm to check that specifc thing, if the coal tu...

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