Search found 29 matches

by Mimp
Sun Dec 08, 2024 12:58 am
Forum: Won't fix.
Topic: [2.0.15] GUI elements shown off-screen in 4K when in space
Replies: 15
Views: 1861

Re: [2.0.15] GUI elements shown off-screen in 4K when in space

Or maybe add a tool tip delay that expands that section or scrolls it into view if you hover on an entity for an extended duration? Ideally, this would be a checkbox or a literal value and default it to 5000ms or something, people could shorten it if they'd like.
by Mimp
Sat Nov 02, 2024 7:50 am
Forum: 1 / 0 magic
Topic: [1.1.109] Crash - Unknown cause
Replies: 10
Views: 751

Re: [1.1.109] Crash - Unknown cause

I launched the game and it was sitting on the main menu when it crashed.
by Mimp
Sat Nov 02, 2024 7:35 am
Forum: 1 / 0 magic
Topic: [1.1.109] Crash - Unknown cause
Replies: 10
Views: 751

Re: [1.1.109] Crash - Unknown cause

Same as above.
by Mimp
Sat Nov 02, 2024 7:33 am
Forum: 1 / 0 magic
Topic: [1.1.109] Crash - Unknown cause
Replies: 10
Views: 751

Re: [1.1.109] Crash - Unknown cause

Another one where I didn't make it to the main menu.
by Mimp
Sat Nov 02, 2024 7:29 am
Forum: 1 / 0 magic
Topic: [1.1.109] Crash - Unknown cause
Replies: 10
Views: 751

Re: [1.1.109] Crash - Unknown cause

Another one.
by Mimp
Sat Nov 02, 2024 7:24 am
Forum: 1 / 0 magic
Topic: [1.1.109] Crash - Unknown cause
Replies: 10
Views: 751

Re: [1.1.109] Crash - Unknown cause

Crashed again during launch.
by Mimp
Sat Nov 02, 2024 7:22 am
Forum: 1 / 0 magic
Topic: [1.1.109] Crash - Unknown cause
Replies: 10
Views: 751

Re: [1.1.109] Crash - Unknown cause

Newest crash... I have a lot of these crashes so I cranked up the autosaves to 1 per minute, 60 total. It helps make it a bit more tolerable. I didn't get a dmp file with this one.
by Mimp
Sat Nov 02, 2024 6:35 am
Forum: 1 / 0 magic
Topic: [1.1.109] Crash - Unknown cause
Replies: 10
Views: 751

Re: [1.1.109] Crash - Unknown cause

After making that post I tried to launch Factorio and it crashed again before getting to the main menu. Here's that crash.
by Mimp
Sat Nov 02, 2024 6:34 am
Forum: 1 / 0 magic
Topic: [1.1.109] Crash - Unknown cause
Replies: 10
Views: 751

Re: [1.1.109] Crash - Unknown cause

These are new ones I'm getting in space age. I get about 20 a day I'd say.
by Mimp
Tue Jul 30, 2024 3:01 am
Forum: 1 / 0 magic
Topic: [1.1.109] Crash - Unknown cause
Replies: 10
Views: 751

[1.1.109] Crash - Unknown cause

I haven't nailed down what's causing this just yet. I've had the game crash on me three times in the last hour.

The first time I was just looking at part of my nuclear plant.

The next time it crashed when I was using a spidertron remote to add a 3rd point to the path of a single spidertron.

The ...
by Mimp
Thu May 09, 2024 12:51 am
Forum: News
Topic: Friday Facts #409 - Diminishing beacons
Replies: 180
Views: 44596

Re: Friday Facts #409 - Diminishing beacons

I was driving my daughter (14) home from school and telling her about this FFF. After discussing it she started breaking out into song about beacons, beacons, beacons, a la Jack Black's Peaches from the Mario Movie: https://youtu.be/aW7bzd8uwyQ?t=57 It made my day, hopefully it makes someone else's ...
by Mimp
Sat Jun 01, 2019 2:17 am
Forum: Ideas and Suggestions
Topic: Default Train waiting condition for the new temporary Station
Replies: 26
Views: 8608

Re: Default Train waiting condition for the new temporary Station

Came to suggest this. I'd love to be able to have a UI that mimics the train schedule and be able to set a normal group of conditions that would always apply by default. I like the combination of wait until:

* 30 seconds have passed
* Passenger present

This gives me time to exit the train and it ...
by Mimp
Wed May 01, 2019 3:31 am
Forum: Ideas and Suggestions
Topic: Show Logistic/Circuit conditions in tooltips.
Replies: 11
Views: 4130

Show Logistic/Circuit conditions in tooltips.

TL;DR
The tooltip below the minimap should display circuit or logistics conditions when you hover over a connected entity.


What ?
Seems like this information is readily available if you click the item (say an inserter) to pull up the properties. Why not save us a click and have it shown in the ...
by Mimp
Sun Mar 17, 2019 12:51 am
Forum: Ideas and Suggestions
Topic: Include Cliff's in Deconstructor Trees/stone only
Replies: 2
Views: 1459

Re: Include Cliff's in Deconstructor Trees/stone only

Pin-Lui wrote: Wed Mar 13, 2019 2:02 pm
TL;DR
Include Cliffs into the Deconstructor Function Trees /stone only.
Came here to post this too.
by Mimp
Fri Sep 28, 2018 5:18 pm
Forum: Modding discussion
Topic: 0.17 Unit & AI additions
Replies: 36
Views: 20469

Re: 0.17 Unit & AI additions

I'm not a modder, please excuse my naivety. Would it be possible to use this new path finding for vehicles? Would "units" need to have a flag to allow them to be entered by forces? Could this open up the possibility for some gruesome creature spewing creatures?
by Mimp
Tue Feb 27, 2018 9:07 pm
Forum: Ideas and Suggestions
Topic: Manually create module requests on existing machines
Replies: 9
Views: 7152

Re: Module Ghosts in Assembling machines.

read "New toolbar proposal"
I only see talk about ways to place ghosts without actually having the item, but I don't see any mention of ghosting modules to existing assemblers. Searching for module comes up empty for me.

That's what I was thinking when I read impetus maximus's reply as well ...
by Mimp
Sat Jan 27, 2018 6:12 pm
Forum: Ideas and Suggestions
Topic: Manually create module requests on existing machines
Replies: 9
Views: 7152

Module Ghosts in Assembling machines.

TL;DR
We should be able to manually assign modules to assembly machines as ghosts without needing blueprints.


Placing ghosts of modules shouldn't be restricted to blueprints.
If we were able to [middle +, shift+, regular?] click on the module slot and select an appropriate module, (based on ...
by Mimp
Fri Jan 05, 2018 11:03 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 427906

Re: Friday Facts #224 - Bots versus belts

...if they are a good addition in terms of gamedesign, which they are most likely not.

They're a great feature, I wouldn't have made it past the demo if not for the lure of being able to try them out. The reason I say they're great is they open up the option for players to play alternative ways ...
by Mimp
Fri Jan 05, 2018 10:39 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 427906

Re: Friday Facts #224 - Bots versus belts

The big issue between bots and belts can be summed up in 3 words:

Throughput.
Throughput.
Throughput.

Bots can move the items. Belts can't. That alone is enough to put belts in the grave.

Bots win hands down when it comes to the difficulty of setting up high throughput networks. When a belt ...
by Mimp
Fri Jan 05, 2018 9:50 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 427906

Re: Container belts

...but my favorite is a 'container belt' that carries small (maybe single-stack) containers that are either filterable and/or have an ID that can be read by inserters (similar to trains). That could help bridge the gap between belts (because they would be small and slow) and trains (it would allow ...

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