Search found 46 matches

by thedarkbunny
Thu Mar 14, 2019 8:36 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.8] Map zoom speed irregular
Replies: 2
Views: 1257

Re: [0.17.8] Map zoom speed irregular

Having the same issue with the zoom-out key as of 0.17.11. Did some checking, and found the following: - Tapping the zoom-in key seems to produce the same change as moving the scroll wheel by one notch. - Scroll wheel operates consistently, with zoom-in and zoom-out speeds being equivalent. - Tappin...
by thedarkbunny
Wed Oct 17, 2018 7:48 pm
Forum: Implemented mod requests
Topic: Add the ability to influence item loot in lua
Replies: 13
Views: 4770

Re: Add the ability to influence item loot in lua

As I understood it, a rock should be mineable with a pick as normal (thus generating stone), but shouldn't drop stone when mined with, say, a grenade.
by thedarkbunny
Sat Oct 06, 2018 9:46 pm
Forum: Technical Help
Topic: [0.16.51] High frequency flickering with Steam In-Home Streaming
Replies: 6
Views: 4149

Re: [0.16.51] High frequency flickering with Steam In-Home Streaming

I've had similar issues with Steam before. Try the following:

On the host, go to Settings -> In-Home Streaming -> Advanced Host Options, and uncheck "Enable hardware encoding"
by thedarkbunny
Wed Sep 26, 2018 3:36 pm
Forum: General discussion
Topic: What happened to Factorio updates?
Replies: 36
Views: 13019

Re: What happened to Factorio updates?

"Releasable" has no objective definition. Your first assumption, that the game is releasable, is correct (feature-complete, bug free). Adding features doesn't retroactively change this fact. You're just bending words at this point. There's no purely objective definition of "releasabl...
by thedarkbunny
Tue Sep 25, 2018 10:39 pm
Forum: General discussion
Topic: Factorio annotated roadmap - 0.17+
Replies: 68
Views: 60482

Re: Factorio annotated roadmap - 0.17+

Gergely wrote: ↑
Mon Sep 24, 2018 7:26 pm
Koub wrote: ↑
Fri Sep 21, 2018 10:11 pm
:mrgreen:
I don't think that's funny.
:mrgreen:
by thedarkbunny
Tue Sep 18, 2018 10:51 pm
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 60980

Re: Friday Facts #247 - Pricing and its exploits

I don't think "disable blueprints entirely" is what they were going for. If I'm understanding them correctly, they believe that being able to import fully-optimized blueprints from elsewhere ruins the enjoyment of the game, both for the person doing it and the other players on the server. ...
by thedarkbunny
Mon Sep 17, 2018 3:53 pm
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 16999

Re: Do not show no_power_warning icon when using power switch

Knowing that an entity is powered down is still useful, though. Offhand, here's how I'd do it: - Does it have a network? If not, display the icon for "not connected to anything" - Does the network have power? If yes, there's no problem. - Does the network have power providers? If yes, disp...
by thedarkbunny
Tue Sep 11, 2018 4:55 pm
Forum: Gameplay Help
Topic: Handling precise fluid amounts... how?
Replies: 33
Views: 11138

Re: Handling precise fluid amounts... how?

Did some experimenting last night and found a couple of weird behaviors re: pump outputs. Some of it looks useful: - A pump will never hold on to more than 100 units of fluid if given a choice. - A pump is limited by the fill level at the output. If it's connected to a storage tank (and nothing else...
by thedarkbunny
Tue Sep 04, 2018 1:04 pm
Forum: Duplicates
Topic: [0.16.51] Game closes on hibernation
Replies: 3
Views: 1626

Re: [0.16.51] Game closes on hibernation

In my experience, the game can crash anytime something happens that cuts it off from its active display. Sleep, hibernate, disconnecting the monitor cable, whatever. It can't write to the display it was told to, it throws an error, Factorio crashes. Though if you really need to hibernate while Facto...
by thedarkbunny
Wed Aug 29, 2018 1:32 pm
Forum: Outdated/Not implemented
Topic: Key to fill in ghost
Replies: 11
Views: 25220

Re: Key to fill in ghost

Simplest compromise I can think of would be to add "snap to ghost" as an option. Same behavior as now when it's off, automagically center the item in your hand over the nearest (to the cursor) ghost of the same type (respecting placement range and ghost rotation) when it's on.
by thedarkbunny
Tue Aug 28, 2018 4:36 pm
Forum: Gameplay Help
Topic: Combinator Wizard needed! Train releaser logic
Replies: 7
Views: 3380

Re: Combinator Wizard needed! Train releaser logic

I've got a few ideas, but I want to make sure I'm clear on the constraints: - A pulse of negative 'I' should be sent when a train departs the station - The amount of signal I doesn't matter, so long as it's negative - The pulse should be sent within five ticks of the train departing, and last no mor...
by thedarkbunny
Sun Aug 26, 2018 10:05 pm
Forum: Ideas and Suggestions
Topic: Plant and grow trees
Replies: 9
Views: 4036

Re: Plant and grow trees

One other usage of planteble trees is an indestructible anti-biter fence. Since biters don't harm trees, you could surround a base or an important building with trees and prevent biter attacks. That feature would be balanced by the fact that trees need significant time to grow and can die out from ...
by thedarkbunny
Fri Aug 24, 2018 4:29 pm
Forum: Off topic
Topic: [photos] Factorio in real life
Replies: 153
Views: 290131

Re: [photos] Factorio in real life

Jap2.0 wrote:Is it just me, or does it look like they're using DVI cables to control conveyer belts (second video)?
Looks more like a 25-pin parallel cable to me.
by thedarkbunny
Mon Aug 13, 2018 10:29 am
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 59179

Re: Personal robots prioritizing nearest first

mrvn wrote:How do you shrink the construction zone size?
Mods, generally.
by thedarkbunny
Fri Aug 10, 2018 9:56 pm
Forum: Not a bug
Topic: [0.16.51] FPS drop in heavy Smog Areas
Replies: 10
Views: 3765

Re: [0.16.51] FPS drop in heavy Smog Areas

The command removes all pollution currently on the map and disables all pollution calculations.
by thedarkbunny
Fri Aug 10, 2018 8:21 pm
Forum: Not a bug
Topic: [0.16.51] FPS drop in heavy Smog Areas
Replies: 10
Views: 3765

Re: [0.16.51] FPS drop in heavy Smog Areas

Sounds like it's more the amount of things on screen than the smog itself causing a problem. Should be easy to verify: - Load a map where you experience the issue - Run the following command to disable pollution: /c for _, surface in pairs(game.surfaces) do surface.clear_pollution() end game.map_set...
by thedarkbunny
Thu Aug 09, 2018 3:25 pm
Forum: General discussion
Topic: Game+ in Factorio?
Replies: 17
Views: 6021

Re: Game+ in Factorio?

I'll say "No, because I hate the Game+ trend". What are you talking about? There are maybe 3 games in total that even have something like that. TVTropes can think of about a hundred . For what it's worth, I'd like to see something like one of the following: - A "genesis device" ...
by thedarkbunny
Thu Aug 09, 2018 1:16 pm
Forum: Ideas and Suggestions
Topic: Small islands map [need resources not covered by water]
Replies: 4
Views: 1880

Re: Small islands map [need resources not covered by water]

I haven't dug too deep into the map generation code, but something stands out to me: - Resources are generated by taking a noise function, transforming it, and placing resources around the peaks. - Water is generated by taking a noise function, transforming it, and placing water in the valleys. So n...
by thedarkbunny
Mon Aug 06, 2018 6:46 pm
Forum: Ideas and Suggestions
Topic: Compilation of GUI ideas
Replies: 6
Views: 2460

Re: Compilation of GUI ideas

Addressing these in order: 1. Logo on pause menu + quicksave A dedicated quicksave button and/or hotkey is almost never a bad idea. As for the logo needing to be on the game menu, I'll reserve judgement until I see what the menu looks like post-GUI-update. 2. Unique turret indicators Useful, but har...
by thedarkbunny
Fri Aug 03, 2018 4:44 pm
Forum: Wiki Talk
Topic: Using underground belts to split belt lanes?
Replies: 7
Views: 8614

Re: Using underground belts to split belt lanes?

That, and belt-only solutions don't require power (and won't stop if power is interrupted)

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