Search found 168 matches

by Holy-Fire
Fri Mar 29, 2019 3:28 pm
Forum: Translations
Topic: Removing RTL language translations
Replies: 17
Views: 16299

Re: Removing RTL language translations

Wi Are there any Operating Systems and Programming Languages that are designed out of the box to work Right-To-Left, rather than Left-To-Right ? (And would have similar issues when trying to deal with Left-To-Right text...) Windows supports Right-to-Left, which means that it works without problem wi...
by Holy-Fire
Fri Mar 29, 2019 1:06 am
Forum: Ideas and Suggestions
Topic: Orange color for research which is 1 tech away from availability
Replies: 0
Views: 706

Orange color for research which is 1 tech away from availability

Currently, the tech tree screen uses green for already research tech, yellow for tech currently available for research, and red if you need to research more techs before you can research this one. I think it will be very handy if there is another color designation (e.g. orange) for techs which are n...
by Holy-Fire
Fri Mar 29, 2019 12:52 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.28] Pollution stats confusion
Replies: 10
Views: 8234

Re: Pollution stats confusion

FWIW, I noticed the same thing, came here to report, and found this post. For reference: The entity details windows, as well as some out-of-game materials such as the wiki, reports amounts as per second (e.g. 10/s for electric mining drill). The production window shows 10 per minute for drill, etc. ...
by Holy-Fire
Fri Mar 29, 2019 12:47 am
Forum: Translations
Topic: Removing RTL language translations
Replies: 17
Views: 16299

Re: Removing RTL language translations

Disappointing. Sort of. Personally I've never used a localization, never will and I can't quite understand why anyone would want to. But it was satisfying to know that a Hebrew localization was readily available, a sort of national pride if you will (and no, it doesn't count if you have to mess with...
by Holy-Fire
Sat May 27, 2017 6:00 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 149985

Re: Friday Facts #191 - Gui improvements

Twinsen wrote:The basic idea is to change the quickbar from a separate inventory to simply a shortcut bar to the player's main inventory.
A thousand times yes! I've been waiting for this for a while.
by Holy-Fire
Mon Apr 24, 2017 8:23 pm
Forum: Mods
Topic: [MOD 0.12.X] Original Music, in "HD"
Replies: 11
Views: 24406

Re: [MOD 0.12.X] Original Music, in "HD"

Is it possible to have the original music *replace* the new one? I, for one, think that the new music is bad and its composer should feel bad. I'd much rather remove it completely and play only the original (or its remake). But when I try the obvious approach of moving the built-in music files out o...
by Holy-Fire
Mon Aug 08, 2016 1:21 pm
Forum: Ideas and Suggestions
Topic: Make night brightness moddable
Replies: 2
Views: 2156

Make night brightness moddable

The night is too bright (on some monitors anyway) and it's very easy to see everything that's going on. So there's no real need for lamps, night vision, etc. I want to make the night darker so that the game is more interesting. I'm not even talking about changing it in vanilla, I just want to be abl...
by Holy-Fire
Mon Apr 04, 2016 7:34 pm
Forum: Implemented Suggestions
Topic: Disable alerts for mundane combat
Replies: 8
Views: 5415

Re: Disable alerts for mundane combat

It's kind of a heavy handed 'fix' but you can add alert_when_damaged = false to any damageable entity to completely prevent being alerted when that entity type is damaged or destroyed . This would have been more effective before spitters. So you'd disable notification for walls and keep it for turr...
by Holy-Fire
Sat Apr 02, 2016 5:47 pm
Forum: News
Topic: Friday Facts #132 - Side Project
Replies: 118
Views: 65461

Re: Friday Facts #132 - Side Project

Here's me reading the post: we have been "secretly" playing with porting the game to the mobile devices! Good for you. The simulation will run constantly, most of the time in the background. Hm, weird but interesting... so you have time to get away from the meeting at work or pull over wit...
by Holy-Fire
Thu Nov 26, 2015 4:34 pm
Forum: News
Topic: Friday Facts #112 - Better noise
Replies: 63
Views: 44816

Re: Friday Facts #112 - Better noise

Can you clarify what you mean by "complete noise"? How is it obtained from the original hash function?
by Holy-Fire
Fri Oct 16, 2015 1:20 pm
Forum: News
Topic: Friday Facts #107 - The Wedding
Replies: 36
Views: 37974

Re: Friday Facts #107 - The Wedding

Best wishes Kovarex. You deserve some happiness.
by Holy-Fire
Wed Sep 16, 2015 10:08 am
Forum: General discussion
Topic: Remember when...?
Replies: 11
Views: 18115

Re: Remember when...?

Gouada wrote:Remember when logistic robots and construction bots exploded when they ran out of energy?
Those were the days of frantic roboport placing lol!
Remember when logistic robots could roam around freely, without energy consumption or being tethered to a roboport?
by Holy-Fire
Tue Sep 15, 2015 10:19 pm
Forum: General discussion
Topic: Remember when...?
Replies: 11
Views: 18115

Remember when...?

In this thread, we reminisce about the ways Factorio used to be much different from what it is today. I'll start us off. Remember when aliens would only attack a small set of specific buildings? You could basically leave your whole base undefended (including but not limited to your mining outposts),...
by Holy-Fire
Mon Aug 31, 2015 10:18 am
Forum: Implemented Suggestions
Topic: New inserter
Replies: 8
Views: 14973

Re: New inserter

ssilk wrote:This was implemented with 0.11 I think.
It was implemented in 0.7.
by Holy-Fire
Sat Aug 01, 2015 9:33 pm
Forum: General discussion
Topic: Let's discuss the new soundtrack
Replies: 18
Views: 22941

Re: Let's discuss the new soundtrack

I'm sorry, but I hate it. The old music was much much better. The new one makes me sleepy, doesn't go well with the theme of building a factory, and in general is just not all that good. I'll probably just delete the whole folder and put the original back in.
by Holy-Fire
Fri May 22, 2015 4:02 pm
Forum: Implemented Suggestions
Topic: Disable alerts for mundane combat
Replies: 8
Views: 5415

Re: Disable alerts for mundane combat

bobingabout wrote:I don't even bother going to investigate these things untill I get a "something was destroyed" alert.
This kind of proves my point, you don't get any information from these, but you do get an annoying alarm sound...
by Holy-Fire
Fri May 15, 2015 1:32 pm
Forum: Implemented Suggestions
Topic: Disable alerts for mundane combat
Replies: 8
Views: 5415

Disable alerts for mundane combat

This is a follow up to this , where I complained about the alert when a wall is damaged. With the introduction of spitters the problem is worse, since damaged turrets are also a matter of course. This is not how alerts should work. Alerts should sound when something bad happens that requires my atte...
by Holy-Fire
Fri Apr 03, 2015 2:22 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.19][slpwnd] Production window stats highly inaccurate
Replies: 9
Views: 7150

Re: [0.11.19][slpwnd] Production window stats highly inaccurate

Happy to see this finally resolved. Ironically, it has been exactly 1 year since my last report on the issue: https://forums.factorio.com/forum/viewtopic.php?f=11&t=2103&start=10#p22419 I didn't feel like dedicating the time to fight for this to be fixed at the time, and hoped it would be re...
by Holy-Fire
Fri Mar 20, 2015 2:53 pm
Forum: Not a bug
Topic: [0.11.8] Shotgun fires when game is unpaused
Replies: 13
Views: 13076

Re: [0.11.8] Shotgun fires when game is unpaused

People don't actually release one button and then the other, they release both simultaneously I don't. Do you? That's a weird way of doing it. Of course. What's weird about it? You currently have both buttons pressed. You want neither button to be pressed. The most natural way to do it is to releas...
by Holy-Fire
Sat Mar 07, 2015 5:45 pm
Forum: Not a bug
Topic: [0.11.8] Shotgun fires when game is unpaused
Replies: 13
Views: 13076

Re: [0.11.8] Shotgun fires when game is unpaused

Most people should release space then shift. Also if it really becomes an issue you can rebind the pause or shoot key. It is considered a minor issue for now. People don't actually release one button and then the other, they release both simultaneously and then it's essentially random which is trig...

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