Search found 327 matches

by malventano
Sat Nov 07, 2020 4:18 pm
Forum: Minor issues
Topic: [1.0.0] Blueprint dialog scroll position not restored
Replies: 0
Views: 218

[1.0.0] Blueprint dialog scroll position not restored

While searching for if this was previously reported, I came across this prior report of a similar behavior that was fixed, but it still appears to be an issue in 1.0.0. When working with blueprints / blueprint books and there are enough present that the user must scroll down the list to get to the d...
by malventano
Wed Sep 02, 2020 10:23 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 21908

Re: Personal robots prioritizing nearest first

Assumin the player doesn't move then the total distance traveled by all bots is the same no matter what order enities are placed. The amount of recharging needed is directly dependent on the distance traveled and the overall build time is the sum of time to travel the distance + recharge time. So o...
by malventano
Wed Sep 02, 2020 4:22 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 21908

Re: Personal robots prioritizing nearest first

I don't need to make a counter argument. My original statement-of-fact is still true and nobody has shown otherwise: closest first is pointless if the player does not move. Then you didn't read my reply. There are cases where it takes *significantly* longer to complete a blueprint placement without...
by malventano
Tue Sep 01, 2020 7:48 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 21908

Re: Personal robots prioritizing nearest first

It's not going to happen. ...so you stated why you believed it was useless, then folks explained why that belief was incorrect, and then you just cross your arms and shut it down instead of making any sort of counter argument. It's really puzzling when such amazing devs can just randomly turn on th...
by malventano
Mon Aug 31, 2020 5:37 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 21908

Re: Personal robots prioritizing nearest first

Doing nearest first for a player *only* has benefit if the player keeps moving. It's not just about the total time to completion. It's about the rate of completion. Even with the player standing still, significantly more items are placed earlier and faster with nearest first at play, which leads to...
by malventano
Sun Aug 30, 2020 5:01 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 186
Views: 21908

Re: Personal Construction Bots Efficiency Suggestion/Idea

too much cpu cost for cosmetic use (or edge-cases uses) Except it's a very real difference in build efficiency. Way beyond 'cosmetic' or 'edge' cases. The closest first bot mod has over 30 thousand downloads, and that mod isn't even that CPU efficient, so clearly plenty of folks were willing to tra...
by malventano
Fri Aug 14, 2020 5:49 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 207
Views: 31452

Re: Friday Facts #360 - 1.0 is here!

2020 keeps on giving.. No more FFF.... RIP. This seems an odd choice to me. Why shift to an email newsletter and not just continue posting whatever/whenever to the same existing channel that the FFF's used? Just turn it into 'Updates' or something, maybe even still only post them on Friday (just no...
by malventano
Sat May 23, 2020 4:43 pm
Forum: Releases
Topic: Version 0.18.26
Replies: 45
Views: 12256

Re: Version 0.18.26

You can also just Control + Alt + Click the settings button :shock: My thoughts exactly. This should be written *somewhere*, right? Maybe on the wiki? Changes Crafting machines will now refund item ingredients when crafting is cancelled before finishing. At last! Thank you! I remember some crazy ar...
by malventano
Tue May 12, 2020 11:25 pm
Forum: Maps and Scenarios
Topic: Nauvis Post Collapse (16GB ram minimum required)
Replies: 90
Views: 34394

Re: Nauvis Post Collapse (16GB ram minimum required)

Just wanted to add: First of all, amazing work. So much detail and atmosphere! (Small exploration spoiler: Darn, you can't pick up the rocket silos for yourself! ) Secondly, the map runs perfectly on my machine. Takes a LONG time to load and save which is perfectly understandable, but it runs at a ...
by malventano
Sat May 02, 2020 1:08 am
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 15997

Re: Version 0.18.22

There was an early enough warning for this change There was warning, but it was issued years ago, There was a warning just a day before 0.18.22 was released in the Upcoming breaking mod changes thread. I was lucky enough to see it shortly after it had been posted, I was even more lucky that the cha...
by malventano
Fri May 01, 2020 12:52 am
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 15997

Re: Version 0.18.22

Wow all this stupid complaints. There was an early enough warning for this change and as the game is under developement there probably are another significant changes which will break mods again. So stop crying like a baby. There was warning, but it was issued years ago, and a mod creator isn't goi...
by malventano
Fri May 01, 2020 12:50 am
Forum: Releases
Topic: Version 0.18.22
Replies: 71
Views: 15997

Re: Version 0.18.22

Also the API removal that broke mods was removed in version 0.15, and left in with some internal migration. The API has been non-functional for nearly 3 years, and these mods are just plain wrong for having these values. For migrations like these, it might be worth throwing up some sort of warning ...
by malventano
Wed Mar 18, 2020 10:52 pm
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 8453

Re: Version 0.18.14

This order also makes more sense because the Character tab is there from the start but Logistics is only added later. Which means the Character tab changes position, which would likely harm usability much more than a different-than-preferred order could. Yeah, the progression aspect, combined with ...
by malventano
Wed Mar 18, 2020 8:14 pm
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 8453

Re: Version 0.18.14

The reason for that is to keep consistency with keybindings. It's really unintuitive when the second tab is mapped to F3, and F2 does nothing(before researching logistics.). Keybindings? Nice! Was not aware of them. Makes navigation easier :D Did not see this in the changelogs, but was kinda obviou...
by malventano
Wed Mar 18, 2020 6:02 pm
Forum: Releases
Topic: Version 0.18.14
Replies: 30
Views: 8453

Re: Version 0.18.14

I know the character GUI was revised in 18.13, but I'm just checking it out now on 18.14 and something seemed backwards. I recall the initial design being shown in one FFF, and feedback suggested that the less frequently used Character tab be on the far right. This feedback appeared to have been acc...
by malventano
Tue Mar 10, 2020 7:54 pm
Forum: Releases
Topic: Version 0.18.11
Replies: 20
Views: 7350

Re: Version 0.18.11

Koub wrote:
Tue Mar 10, 2020 4:17 pm
2020-03-10 17_16_09-Clipboard.jpg
...this was actually a game bug, so it may be wise to back down a tad on the hair-trigger to point the blame elsewhere in the future, especially where there was nothing in the changelog that would normally be attributed to causing that new issue with a given mod.
by malventano
Mon Mar 02, 2020 2:56 pm
Forum: Ideas and Suggestions
Topic: Wrong zoom steps in map view
Replies: 4
Views: 818

Re: Wrong zoom steps in map view

I thought the zoomed in map view was intentionally 'fuzzy' as you are supposed to be looking at remote data from the radar.
by malventano
Tue Feb 25, 2020 7:32 pm
Forum: Pending
Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Replies: 11
Views: 910

Re: [0.17.79] Mod menu button breaks when loading older save/removing a mod

This report: https://forums.factorio.com/viewtopic.php?f=30&t=78550 which hasn't had the fix released yet. I was able to replicate again in 18.8. Attached are two saves. The Creative Mod button (upper left) is functional in save -1, but non-functional in save -2. If we can nail down what prevents t...
by malventano
Fri Feb 21, 2020 6:15 pm
Forum: Pending
Topic: [0.17.79] Mod menu button breaks when loading older save/removing a mod
Replies: 11
Views: 910

Re: [0.17.79] Mod menu button breaks when loading older save/removing a mod

This report: https://forums.factorio.com/viewtopic.php?f=30&t=78550 which hasn't had the fix released yet. I was able to replicate again in 18.8. Attached are two saves. The Creative Mod button (upper left) is functional in save -1, but non-functional in save -2. If we can nail down what prevents t...
by malventano
Fri Feb 07, 2020 5:26 pm
Forum: News
Topic: Friday Facts #333 - Terrain scrolling
Replies: 40
Views: 8284

Re: Friday Facts #333 - Terrain scrolling

I think the only 'big' graphical thing left in need of optimization is when zooming out map view on larger bases - it noticeably slows the game even on the fastest of systems.

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