Search found 140 matches

by jamiechi1
Sun May 01, 2022 9:48 pm
Forum: Ideas and Suggestions
Topic: Do not change "ALT mode" when pressing ALT+TAB
Replies: 15
Views: 452

Re: Do not change "ALT mode" when pressing ALT+TAB

I still find it amazing that a programmer would ever use a shift key, in this case the 'Alternate Shift' key to change the mode of something in a program. The best way to fix this issue is to rebind the 'Alt mode' function to the letter 'I' (for Information) or some other key. I am pretty sure I obj...
by jamiechi1
Sat Apr 30, 2022 1:33 am
Forum: Mods
Topic: [Mod] Get your circuit wires back
Replies: 2
Views: 161

Re: [Mod] Get your circuit wires back

No. Since I get the red and green wires free when placing a blueprint. I also use a mod that gives me shortcuts that give me free red and green wires. So for me, this is not an issue.
by jamiechi1
Wed Apr 20, 2022 12:39 am
Forum: Mods
Topic: SeaTorio
Replies: 4
Views: 790

Re: SeaTorio

Been playing this for a few days. I find it mostly enjoyable except I think it is a bit on the difficult side. I find it much more difficult than a Bob's only game. (I will not use Angels. Way too hard.) And a bit more difficult than Krastorio 2. My biggest issue was with the probabilities were way ...
by jamiechi1
Fri Apr 15, 2022 7:05 pm
Forum: Ideas and Suggestions
Topic: Worker bots
Replies: 4
Views: 260

Re: Worker bots

Yes, this is a very good mod, and I am fine with it staying as a mod and not built in.
But, it no longer handles trees or rocks.
And it would be nice if the mining bots could dig moats for me. Like the original Stronghold game.
by jamiechi1
Fri Apr 15, 2022 6:58 pm
Forum: Ideas and Suggestions
Topic: Configurable screen edge for hot-/shortcut-bars
Replies: 5
Views: 153

Re: Configurable screen edge for hot-/shortcut-bars

I think they should be nonmodal dialogs that can be dragged and placed anywhere. Including the ability to drag to another monitor. And the positions and layouts should be remembered. (And the place on the left of center where the weapons and armor are accessed; should be a separate dialog that can b...
by jamiechi1
Sat Apr 02, 2022 3:58 pm
Forum: Mods
Topic: [MOD 0.17] Wood Harvester
Replies: 13
Views: 3433

Re: [MOD 0.17] Wood Harvester

This mod can be easily updated for Factorio 1.1. I added an issue at Github with the changes I made.
by jamiechi1
Sun Apr 11, 2021 10:19 pm
Forum: Off topic
Topic: About Computer Science
Replies: 6
Views: 4110

Re: About Computer Science

You build a CPU yourself. https://youtube.com/playlist?list=PLowKtXNTBypGqImE405J2565dvjafglHU Yes. FPGA's are good for that. fpgacpu.org (not an https site) has good info on this subject. I originally learned to program a cpu with a development board. I read a lot of tech manuals. IBM used to publ...
by jamiechi1
Mon Mar 22, 2021 12:33 pm
Forum: General discussion
Topic: Playing with a slightly darker night
Replies: 6
Views: 1435

Re: Playing with a slightly darker night

I am using NightBrightness_1.1.7.
I have had no problem adjusting the values that the mod provides in settings to get a really dark night or a slightly brighter night.
If you have problems with that mod, take it up with the mod author.
by jamiechi1
Sun Mar 14, 2021 3:45 am
Forum: This Forum
Topic: User Control Panel: Notifications: Mark Read
Replies: 0
Views: 604

User Control Panel: Notifications: Mark Read

This doesn't appear to work at all with regards to the check marks. One can click on the bottom page to mark all as read but reloading the page later all check marks are removed. Reading a topic never sets a check mark, and one can not manually check the item for a specific topic. Also it would be h...
by jamiechi1
Sun Mar 14, 2021 3:31 am
Forum: News
Topic: Friday Facts #365 - Future plans
Replies: 283
Views: 97132

Re: Friday Facts #365 - Future plans

For the Map Editor, I would like to see some support for externally generated maps. Something simple like what was done with SimCity games. Either just a simple bitmap, or something that could be imported (and flattened a bit if needed) from the World Machine program. This would simplify greatly the...
by jamiechi1
Thu Mar 11, 2021 9:36 am
Forum: Questions, reviews and ratings
Topic: Informatron
Replies: 2
Views: 716

Re: Informatron

Case Matters!
Somehow my copy of one of the files was changed.
It was a simple matter of 'Letter Case'.
Changed 'Informatron-show' to 'informatron-show' in a couple of places in informatron.lua.
I was sure I only changed stuff in interface.lua. :oops:
by jamiechi1
Wed Mar 10, 2021 9:02 am
Forum: Ideas and Suggestions
Topic: QOL: Aditional check for Audio when loading a game.
Replies: 0
Views: 247

QOL: Aditional check for Audio when loading a game.

Overview/Thesis I would like an additional check made when loading a game for audio in addition to startup to prevent having to exit and restart the game. What? When starting up a game with audio disabled I get a dialog to warn me that no audio device was found. This is fine, but I would like a but...
by jamiechi1
Wed Mar 10, 2021 8:35 am
Forum: General discussion
Topic: Is the Fluid Rework still planned?
Replies: 56
Views: 10243

Re: Is the Fluid Rework still planned?

Actually wiring pumps to regulate oil conversion is what I consider the only mandatory use of circuit wires ... I pretty much always do this and don't even think about it much any more. So I generally don't have issues here. As for Nuclear, I have never used more than two pairs of nuclear plants in...
by jamiechi1
Tue Mar 09, 2021 6:47 am
Forum: General discussion
Topic: Is the Fluid Rework still planned?
Replies: 56
Views: 10243

Re: Is the Fluid Rework still planned?

Actually wiring pumps to regulate oil conversion is what I consider the only mandatory use of circuit wires ... I pretty much always do this and don't even think about it much any more. So I generally don't have issues here. As for Nuclear, I have never used more than two pairs of nuclear plants in...
by jamiechi1
Tue Mar 09, 2021 6:18 am
Forum: General discussion
Topic: Grid aligned blueprint trick
Replies: 2
Views: 1701

Re: Grid aligned blueprint trick

This might be helpful for lining up large blueprints on a large factory where your 'chunk' size is different than 32. And overall, seems like less work in the long run. I posted this elsewhere about using larger blocks or virtual 'chunks'. There is a mod, Shortcuts-ick, that has a shortcut that turn...
by jamiechi1
Tue Mar 09, 2021 5:31 am
Forum: General discussion
Topic: Building new Radars - minimap/map view
Replies: 3
Views: 782

Re: Building new Radars - minimap/map view

There is a mod, Shortcuts-ick, that has a shortcut that turns on a grid. This grid may be adjusted in size. I modified it from the mods default 32 tile 'chunk' to allow it to give me a 48 tile 'chunk' display. I posted details on how to do this here: https://forums.factorio.com/viewtopic.php?f=190&a...
by jamiechi1
Mon Mar 08, 2021 8:12 am
Forum: Mods
Topic: [MOD 0.16 - 1.1] New Game+
Replies: 44
Views: 15046

Re: [MOD 0.16 - 1.1] New Game+

I really like this. I don't know why I didn't see it before. It does pick up everything from my save game including the map string which is one of the best features. And the ability to resize the starting area. (Which is disabled in my local modified version of the Depricated Peaceful+ mod.) There i...
by jamiechi1
Sun Mar 07, 2021 7:09 am
Forum: General discussion
Topic: Lua or something else?
Replies: 25
Views: 3249

Re: Lua or something else?

... if you make non-programmers have to deal with pointers and memory management ... Dealing with pointers is trivial and can be learned in 5 minutes. Memory management is pretty much always handled by the system or language libraries and most likely, would never be seen in an interpreter. Pointers...
by jamiechi1
Fri Mar 05, 2021 9:50 pm
Forum: General discussion
Topic: Lua or something else?
Replies: 25
Views: 3249

Re: Lua or something else?

I didn't realize c++ was a difficult language. I thought is was easy! Of course I have been programming since before personal computers existed. Yes, an interpreter that is more like c++ can be written in c++. Lua is written in C++ I believe. My point, is that when using a language with loosely type...
by jamiechi1
Fri Mar 05, 2021 3:43 pm
Forum: Mods
Topic: [MOD 1.1] Shortcuts for 1.1
Replies: 14
Views: 3197

Re: [MOD 1.1] Shortcuts for 1.1

Thanks for updating this mod. I added a setting in my copy to allow one to change the default grid size from 32 to anything else. I use 48 mostly. I wonder if anyone else would find this useful. Added to settings.lua: -- adding grid-size settings { type = "int-setting", name = "grid-s...

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