Search found 120 matches

by Nightinggale
Sun Apr 14, 2019 4:20 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 159
Views: 20821

Re: [MOD 0.17] Crafting Combinator

The new update is awesome. Now I can play 0.17 without constantly feeling that I lack CC. To me CC have become an essential part of Factorio. 3) The 'multiply by input count' option on the recipe combinator doesn't account for output product amounts. So if you put in say 5 yellow belt, it will outpu...
by Nightinggale
Sun Mar 10, 2019 11:32 pm
Forum: Mods
Topic: [MOD 0.17] Crafting Combinator
Replies: 159
Views: 20821

Re: [MOD 0.16] Crafting Combinator

I have known for a while that this is an awesome mod, but it wasn't until 0.17 that I realized this is downright critical to how I play Factorio. Most mods I can do without if I have to, but I keep getting stuck on no crafting combinators :cry: What are the plans for a 0.17 release? I know you menti...
by Nightinggale
Mon Jan 28, 2019 10:06 pm
Forum: Ideas and Suggestions
Topic: More toolbar slots visible on screen.
Replies: 6
Views: 532

Re: More toolbar slots visible on screen.

I second this. Playing in 4K on a 27" monitor leaves a lot of unused screen space. It's not a bad design in the sense that it allows more of the map to be viewed at once, but being able to have more toolbar slots present would be really nice. FFF #278 talks about a quickbar page with multiple quickb...
by Nightinggale
Fri Jan 25, 2019 2:57 am
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 17717

Re: Friday Facts #278 - The new quickbar

BTW, when I use blueprints to plan something, it's a pain in the a** to then lay down the actual items. Always forget an inserter somewhere, and it takes ages to figure what I have forgotten. How about adding a no power like icon for ghosts. Add a hotkey to turn it on/off. Once you are done placing...
by Nightinggale
Tue Jan 22, 2019 2:49 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 17717

Re: Friday Facts #278 - The new quickbar

Proposal: When stack size is empty, have it turn to a ghost, but only allow placing with the established ghost-placing workflow (iirc this was shift+click). Normal click gives some acoustic feedback that the item can't be placed because the stack is empty. Players who don't know about ghosts will u...
by Nightinggale
Sat Jan 19, 2019 5:10 pm
Forum: News
Topic: Friday Facts #278 - The new quickbar
Replies: 176
Views: 17717

Re: Friday Facts #278 - The new quickbar

For the ghost cursor could we please get an option to auto place items in your inventory that are within reaching distance onto ghosts. This would help the players that might get confused by the ghosts as a placeholder for future placements. You could use the nanobots mod. In vanilla this would mak...
by Nightinggale
Wed Jan 09, 2019 5:43 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 19639

Re: Friday Facts #274 - New fluid system 2

Does anybody know if the belt system can also be multi-threaded in this way? I'm pretty sure it can't (at least not as simply), since belts interact with inserters who interact assemblers who interact with more inserters who then interact with other belts. Since this all needs to happen in 100% det...
by Nightinggale
Mon Dec 24, 2018 3:42 am
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 19639

Re: Friday Facts #274 - New fluid system 2

I don't want fluids to disappear either. [...] Actually you made me changed my mind about the 0.05 threshold, I'm less enthusiastic. What if pumps had an option, a "Power Purge" checkbox that would activate the 0.05 threshold in the drained pipe block? I have been thinking something along those lin...
by Nightinggale
Sun Dec 23, 2018 2:16 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 19639

Re: Friday Facts #274 - New fluid system 2

* The actual speed is the speed of light, which is 299.792.458 m/s. Depending on the metal, it can lose a little bit of speed, but it's still very close to that number. 300.000.000 is a common approximation as it's often close enough and it makes the calculations much easier, like allowing all calc...
by Nightinggale
Sat Dec 22, 2018 9:54 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 19639

Re: Friday Facts #274 - New fluid system 2

What intrigued me was the large variety of backgrounds they came from - differents kinds of engineers (mechanical, CS, electrical, ...), mathematicians, physicists, and even people with real pipes hands on experience. I'm not surprised, but this quote made me start to wonder how the background affe...
by Nightinggale
Sat Dec 22, 2018 8:12 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 19639

Re: Friday Facts #274 - New fluid system 2

I presume this has been asked many times, but why do pipes auto-connect to each other? It's the nr 1 reason for me to hate Hate HATE pipes. :( :x Why can't I just put 2 pipes next to each other? To connect them we could either have a popup menu to set it, or simply have T-junction pipes and cross-j...
by Nightinggale
Sat Dec 22, 2018 8:01 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 19639

Re: Friday Facts #274 - New fluid system 2

what about fluid wagons? How do pumps know in advance what kind of liquid trains will have when they stop? It will be a huge issue if fluid wagons will be locked to a certain type of liquid. Currently there are a few mods to help manage a huge fleet of trains and assign schedules as needed. We stil...
by Nightinggale
Sat Dec 22, 2018 7:35 pm
Forum: News
Topic: Friday Facts #274 - New fluid system 2
Replies: 161
Views: 19639

Re: Friday Facts #274 - New fluid system 2

I don't know what you guys screwed up, but I'm noticing a distinct lack of complaints in the replies so it must be something HUGE. Just wait until the I-want-fluids-to-be-as-simple-as-electricity proponents get here... I want electricity to be as complex as fluids. Summary of long post : It doesn't...
by Nightinggale
Sat Dec 22, 2018 5:52 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 9576

Re: Friday Facts #273 - Cutscene controller & Localisation plan

As soon, as malicious intent is considered, you have to think about more esotheric stuff, only a griefer would do: I'm starting to worry about you. You keep arguing against making the modding API at least consider ill side effects and you come up with all sorts of ways to harass players in creative...
by Nightinggale
Wed Dec 19, 2018 3:07 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 9576

Re: Friday Facts #273 - Cutscene controller & Localisation plan

I mean, you (read: person B) add a mod, play a bit, notice a screen shaking effect for maybe ~1 second, stop the game, remove the mod Sounds fine on paper, but that's just not how it works in real life. You are playing along nicely, settings up more assemblers or whatever, focusing on placing all t...
by Nightinggale
Wed Dec 19, 2018 6:09 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 9576

Re: Friday Facts #273 - Cutscene controller & Localisation plan

are you sure you can play the game? Or most computer games at all? I'm not going to take the bait on this one. I don't think you intended it this way, but it come across as potentially a troll statement, shifting the topic away from Factorio to "you are wrong" and essentially you are banning me fro...
by Nightinggale
Wed Dec 19, 2018 3:04 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 9576

Re: Friday Facts #273 - Cutscene controller & Localisation plan

Banning tech is obviously the wrong solution for this purely social issue about having insufficient information in mod descriptions (and yes, most mod descriptions are pretty lacking - often they do not even mention the purpose of the mod). The right solution is informing modders, that they should ...
by Nightinggale
Tue Dec 18, 2018 5:28 pm
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 9576

Re: Friday Facts #273 - Cutscene controller & Localisation plan

@Nightinggale: Just because you can't have such features means no one is allowed to have them? I don't have a problem with whatever people do on their own computers. The problem is when people can gain the ability to do something on computers of other people. Say person A makes a mod, which unannou...
by Nightinggale
Tue Dec 18, 2018 7:31 am
Forum: News
Topic: Friday Facts #273 - Cutscene controller & Localisation plan
Replies: 79
Views: 9576

Re: Friday Facts #273 - Cutscene controller & Localisation plan

screenshakes (earthquakes, impacts...) Multiple people complain about the screen movements causing motion sickness, yet now it's proposed that the screen should shake even more. This is precisely why I wrote something about NOT giving completely free access for modders to control screen movements. ...
by Nightinggale
Sat Dec 15, 2018 5:16 pm
Forum: News
Topic: Friday Facts #271 - Fluid optimisations & GUI Style inspector
Replies: 122
Views: 13651

Re: Friday Facts #271 - Fluid optimisations & GUI Style inspector

A new video came out explaining multithreading and the issues related to it. I think most if not all of it has been mentioned in this thread already, but it's explained a whole lot better and the visuals will certainly help understanding the issues. Multithreading Code - Computerphile . Keep in mind...

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