Search found 13 matches

by OkraDonkey
Wed Sep 18, 2019 7:44 am
Forum: Implemented Suggestions
Topic: Persistant notifications to the player when queued researches are completed
Replies: 21
Views: 7228

Re: Research complete celebrations


Hey there. Just responding to make sure that you're aware that the researched technology name is displayed in the upper right hand corner with a flashing light once research is complete.


... Unless you had additional research in the queue - then it will just change immediately to the new one. I ...
by OkraDonkey
Fri Aug 23, 2019 11:38 am
Forum: Ideas and Suggestions
Topic: Allow scroll wheel to set -1 in arithmetic combinator
Replies: 1
Views: 1154

Allow scroll wheel to set -1 in arithmetic combinator

TL;DR
Allow mouse scroll wheel to set -1 in arithmetic combinator settings GUI.


What ?

arith-1.png


One of the most common uses for an arithmetic combinator is to multiply a signal by a constant number, most often -1. Currently, players can use the mouse wheel to quickly adjust the "set a ...
by OkraDonkey
Wed Aug 14, 2019 1:02 am
Forum: Minor issues
Topic: [posila] [0.17.25] Alt-info layered icon scaling issues
Replies: 20
Views: 7973

Re: [posila] [0.17.25] Alt-info layered icon scaling issues


So, after thinking about it more, I decided to declare the current system as good enough.

There is no real reason for us to ever change internally expected sizes, we will just change icon_size in lua as everyone else, so having to know that the icon will be rescaled so that the first layer is ...
by OkraDonkey
Sun Aug 11, 2019 5:33 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.64] Chart rendering ignores tint on utility sprites
Replies: 4
Views: 1994

Re: [0.17.64] Chart rendering ignores tint on utility sprites

The Factorio team continues to set the gold standard. This fix will help a small number of people in a big way.

You have my sincere thanks!
by OkraDonkey
Sun Aug 11, 2019 3:53 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.64] Chart rendering ignores tint on utility sprites
Replies: 4
Views: 1994

Re: [0.17.64] Chart rendering ignores tint on utility sprites


Don't forget to set hr_version={ tint=whatever }


Although sprites for overlays don't use hr versions (they don't, right?), this is still a great comment because it's a good reminder for other graphics, but more importantly, it disproves my subject line, allowing it to be more precise.

I can ...
by OkraDonkey
Sat Aug 10, 2019 4:44 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.64] Chart rendering ignores tint on utility sprites
Replies: 4
Views: 1994

[posila] [0.17.64] Chart rendering ignores tint on utility sprites

Use case: trying to update a mod to change overlay color of Roboport radius (among other things), to accommodate colorblind players.

Changing the sprite to a colored png file works as expected, in the world and in the chart.
Changing the sprite to a white png file, then setting .tint works in the ...
by OkraDonkey
Tue Aug 06, 2019 8:44 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.17.63] Mod settings GUI: scroll bar partially obscured
Replies: 1
Views: 1248

[kovarex] [0.17.63] Mod settings GUI: scroll bar partially obscured

With several mods enabled, open Settings, Mod Settings from the main menu or the in-game pause menu. In the Map and Per player tabs, a few pixels of the scroll bar seem to be underneath the border of the Mod settings window frame, making it a little bit challenging to grab.

Also, the width of the ...
by OkraDonkey
Sun Aug 04, 2019 8:30 pm
Forum: Resolved Problems and Bugs
Topic: [posila] [0.17.62] Items switch lanes after player incorrectly extends underground belt span
Replies: 2
Views: 3066

[posila] [0.17.62] Items switch lanes after player incorrectly extends underground belt span

Problem description/reproduction:

Let's say you have one belt with two different items on it, for example copper and steel. To cross an obstacle, you have installed an underground belt with a span of 1 tile between hoods. Later, you decide that you need to increase the span to 2 tiles between ...
by OkraDonkey
Sun Jul 28, 2019 8:49 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] Music volume setting not saved [0.17.59-8]
Replies: 2
Views: 2755

Re: Music volume setting not saved [0.17.59-8]

This is happening in the Windows version, too (also 0.17.59). Factorio doesn't seem to be saving the adjusted music volume setting into config.ini. After manually changing music-volume in config.ini, Factorio loads with the correct music volume level.
by OkraDonkey
Sat Jul 27, 2019 5:48 am
Forum: Resolved Problems and Bugs
Topic: [0.17.59] Right-click-drag no longer removes multiple items from blueprint editor
Replies: 2
Views: 2937

[0.17.59] Right-click-drag no longer removes multiple items from blueprint editor

Steps to reproduce:
Press Alt-B to prepare to create a new blueprint.
Drag a rectangle around several previously-installed buildings (e.g. pipes, belts, rails).
In the Preview portion of the blueprint editor, position pointer on a building.
Right-click-drag, moving pointer across several buildings ...
by OkraDonkey
Fri Mar 15, 2019 8:32 am
Forum: Resolved Problems and Bugs
Topic: [0.17.12] Crash while saving when assembler holds multiple non-stackable items
Replies: 3
Views: 3077

[0.17.12] Crash while saving when assembler holds multiple non-stackable items

Mod:
KenirasRandomRecipes

Kenira's mod alters the quantities of ingredients and products of many recipes.
With the default mod settings, the Modular Armor recipe is changed to:
70 x Steel plate + 37 x Advanced circuit = 3 x Modular armor .

If a Save is attempted right after completion of this ...

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