Search found 32 matches
- Mon Nov 27, 2023 5:57 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 333
- Views: 64528
Re: Friday Facts #384 - Combinators 2.0
My 5 Cents to the Selector Combinator: Making it possible to have control logic on one color and values on the other would be a great addition. Essentially we have two different wires for receiving signals of different origin.. why not make them as atomic as they are with a simple toggle switch? ima...
- Sat Apr 22, 2023 10:05 pm
- Forum: Technical Help
- Topic: Switch account doesn't give access to the game on factorio.com
- Replies: 1
- Views: 838
Switch account doesn't give access to the game on factorio.com
Hello there. Today I thought it would have been a great idea to use my Nintendo Switch License to put a second player with 14 personal laser defense into my spidertron as passenger. now while this Idea may sound quite charming, this is what I get: https://i.imgur.com/OVQ97NB.png I'm pretty sure I pa...
- Sun May 03, 2020 12:52 pm
- Forum: News
- Topic: Friday Facts #345 - Unit group collision mask & Artillery shell particle
- Replies: 48
- Views: 23306
Re: Friday Facts #345 - Unit group collision mask & Artillery shell particle
artillery shell drops should be part of the reloading cycle as others mentioned already.
- Fri Mar 06, 2020 10:33 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 32558
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
i see first class debugging as a big barrier for people to start contributing to anything.
i'll certainly check out that vscode plugin.
i have to say though that the lack of proper debugging til now was the main reason i didn't touch factorio modding too.
i'll certainly check out that vscode plugin.
i have to say though that the lack of proper debugging til now was the main reason i didn't touch factorio modding too.
- Fri Jan 24, 2020 3:57 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 69716
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
it would still be neat to be able to configure the maximum amount of trains that are allowed to target a train station at once. this way only one loaded iron ore train would leave the depod if a station signalizes that it can take more iron ore. it could also allow two trains to target if the amount...
- Sat Jan 18, 2020 7:04 pm
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 42006
Re: Friday Facts #330 - Main menu and File Share Shenanigans
1. continue multiplayer would be awesome 2. i moved from zfs to xfs with mdadm raid "10" (combination of 1 and 0 with one metadata block per drive) and luks2 on 4x 4tb hdd's i sure lost snapshots but rbackup / borg / ... are just enough to handle that for me. you might want to give syncthi...
- Sat Aug 24, 2019 4:55 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 125510
Re: Friday Facts #309 - Controversial opinions
removing blueprint import / export will result in people sharing feature complete blueprint-storage.dat files. it also removes some other power user usecases. secondly: if you really want miners to only output with inserters, you should add inserter management so you can grab from the top and put st...
- Wed Jun 20, 2018 12:12 pm
- Forum: General discussion
- Topic: Support for non Razer RBG hardware - Aurora
- Replies: 1
- Views: 2211
Re: Support for non Razer RBG hardware - Aurora
i suppose adding aurora support directly into factorio itself would be benefitial to us.
- Mon May 14, 2018 12:22 pm
- Forum: Ideas and Suggestions
- Topic: adjust collision on reactors, turbines and undergrounds
- Replies: 4
- Views: 3089
Re: adjust collision on reactors, turbines and undergrounds
while i agree that a mod would solve this easily i'd prefer to see this in vanilla factorio because visually you should be able to get through these obstacles. also i'd say this is a bug: https://i.imgur.com/gKPK9lo.png since you can run through that from time to time. (depending on collision calcul...
- Mon May 14, 2018 11:05 am
- Forum: Ideas and Suggestions
- Topic: adjust collision on reactors, turbines and undergrounds
- Replies: 4
- Views: 3089
adjust collision on reactors, turbines and undergrounds
spot on description: adjust collision on reactors, turbines and undergrounds motivation: it is annoying examples of the issues: https://i.imgur.com/ax0Bda7.png blueprint: 0eNqtnNlu2zAQRf+FzzZAUlz9K0VQODaTCHBkQ5aLpoH/vXKcplkkmzpMX4I0nbGWw8mU9w6fxe3mkHZt3XRi8Szq1bbZi8WPZ7Gv75vl5vR33dMuiYWou/QoZqJZPp6+...
- Thu Feb 15, 2018 9:39 pm
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 11982
Re: enforce player chat color to be readable
set it to purple. it will be harder to read. just saying this decrease in saturation adds to readability alot.darkfrei wrote:Why the red is so gray?
How it looks like now: How it looks must be:
- Thu Feb 15, 2018 7:16 pm
- Forum: Releases
- Topic: Version 0.16.24
- Replies: 106
- Views: 58254
Re: Version 0.16.24
about my player color should be readable proposal: factorio_2018-02-15_20-15-09.png i really like that you took the time to implement my proposal as fast as that but.. i'd say it could need some improvement :D about the opt-out / opt-in stuff.. i'd say beta should always be opt-out while stable shou...
- Thu Feb 15, 2018 6:59 pm
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 11982
Re: enforce player chat color to be readable
hm. i just noticed 0 0 0 is kinda unreadable on top of stone and concrete.
but still.. nice change.
but still.. nice change.
- Thu Feb 15, 2018 3:58 am
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 11982
Re: enforce player chat color to be readable
awesome!
was as easy as i thought right?
was as easy as i thought right?
- Wed Feb 14, 2018 1:08 pm
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 11982
Re: enforce player chat color to be readable
One thing that would be interesting is being able to set a player's text colour separate from their 'ingame' colour… that's totally possible right now through modding since each player has two color values assigned. one for the player name / item color and one for chat color. my proposal simply add...
- Tue Feb 13, 2018 7:45 pm
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 11982
Re: enforce player chat color to be readable
as a matter of fact i already know the game has two separate values for player color and player chat color. (yes, you can essentially write in a different color than your entity is colored in when assigning a different chat color to your entity) so i'd say transforming my pseudocode into in game cod...
- Tue Feb 13, 2018 7:31 pm
- Forum: Ideas and Suggestions
- Topic: Cliff climbing (and angled belts)
- Replies: 7
- Views: 3591
Re: Cliff climbing (and angled belts)
tile on top of a cliff would have to be a little closer to the top of a screen, than the tile on the bottom. i strongly agree to this. it would just mess up perspective and essentially break the current grid system. keep in mind the whole game is running in an alligned grid. nothing is loose except...
- Tue Feb 13, 2018 2:19 pm
- Forum: Ideas and Suggestions
- Topic: Exploration / radar drone
- Replies: 2
- Views: 1424
Re: Exploration / radar drone
one bad sideeffect would be that this would increase map size pretty fast.
in addition to that it depends on play style. if you plan on creating a mega base you are usually going straight into one direction instead of spreading evenly.
in addition to that it depends on play style. if you plan on creating a mega base you are usually going straight into one direction instead of spreading evenly.
- Tue Feb 13, 2018 12:35 pm
- Forum: Ideas and Suggestions
- Topic: enforce player chat color to be readable
- Replies: 10
- Views: 11982
enforce player chat color to be readable
to everyone: please leave feedback if you agree or disagree to this. commenting will bump it up in the thread overview. i'd like to know everyones opinion on this. strawpoll.me/15064935 corresponding reddit post: /r/factorio/7xht6p simple and easy explaination of the problem: low contrast between te...
- Mon Feb 12, 2018 7:30 pm
- Forum: Ideas and Suggestions
- Topic: QoL Multiplayer: Darkening the background area of chat box.
- Replies: 1
- Views: 1304
Re: QoL Multiplayer: Darkening the background area of chat box.
i don't think changing the background is enough. see my text color change proposal here: viewtopic.php?f=6&t=57796