Search found 94 matches

by CzBuCHi
Tue Feb 25, 2025 4:55 pm
Forum: Ideas and Suggestions
Topic: Fulgora: Lightning rod + power grid visualization
Replies: 2
Views: 356

Fulgora: Lightning rod + power grid visualization

TL;DR
Show power grid coverage area when holding lighting rod in hand


What?
When holding lighting rod i cannot see if placed rod will be in power grid area or not:
02-25-2025, 17-51-22.png
can power grid area be shown at too (show both lighting protected area + poer coverage area):
02-25 ...
by CzBuCHi
Sat Dec 21, 2024 11:07 pm
Forum: Ideas and Suggestions
Topic: configurable planner on hotbar
Replies: 1
Views: 248

configurable planner on hotbar

TL;DR
Add configurable popup to deconstruction / update planner on hotbar


What?
Add popup to hortbar under planner to show all configured planners - something like on mockup image bellow:
12-22-2024, 00-03-13.png

how it could work:
- left click on main icon to select 'default' planner (same ...
by CzBuCHi
Thu Nov 28, 2024 11:24 pm
Forum: Railway Setups
Topic: Intangir's Vanilla Train Network v2.0.4
Replies: 18
Views: 9839

Re: Intangir's Vanilla Train Network v2.0.3a

and i tought that IVTN 1.0 was complicated ... my head hurts :D

About tweaking station / train wagons - why not have # of wagons as a BP parameter? (or as value in constant combinator)

PS: Fluid station name: please use space after 's' instead of dot at the end (it triggers my OCD for some reason ...
by CzBuCHi
Sat Nov 16, 2024 4:03 pm
Forum: Gameplay Help
Topic: Editor & research 'trigger' technology
Replies: 1
Views: 1255

Editor & research 'trigger' technology

Created new game, jumped to /editor and now idk how to advance research .... except spawning bunch of iron ore and smelt it :/

Any plan to allow player in editor mode to 'research' trigger technologies via button click?
by CzBuCHi
Fri Mar 08, 2024 7:16 pm
Forum: Ideas and Suggestions
Topic: Oil field count
Replies: 0
Views: 390

Oil field count

On map view, when i hover over oil field - it will show 'Crude Oil Combined yield 1234%' popup ...

i would like to see there also number of pumpjacks i need to place there ... something like: 'Crude Oil Combined yield 1234% (15 spots)'
by CzBuCHi
Tue Nov 07, 2023 8:30 pm
Forum: Duplicates
Topic: CTD during map generation
Replies: 1
Views: 583

CTD during map generation

Game crashes to desktop when im messing with sldiers during map generation when preview is open ...
i think iti s mod related, but game dont show me any error ...
by CzBuCHi
Mon Apr 18, 2022 5:27 pm
Forum: Ideas and Suggestions
Topic: Do not change "ALT mode" when pressing ALT+TAB
Replies: 16
Views: 6021

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

ended up by also removing alt shortcut - specially when there is a button on toolbar to toggle ...
by CzBuCHi
Sat Apr 16, 2022 10:55 pm
Forum: Ideas and Suggestions
Topic: Do not change "ALT mode" when pressing ALT+TAB
Replies: 16
Views: 6021

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

are you sure you have Toggle "alt mode" set to left / right alt and not to something else?
by CzBuCHi
Sat Apr 16, 2022 8:32 pm
Forum: Ideas and Suggestions
Topic: Do not change "ALT mode" when pressing ALT+TAB
Replies: 16
Views: 6021

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

TL;DR
Do not change "ALT mode" when pressing ALT+TAB (or any other ALT+... conbination).

What ?
Check when alt key is released if any other key was pressed and if so do not change "ALT mode".

Why ?
When i ALT+TAB outside game and then back in "ALT mode" gets flipped and i need to press alt ...
by CzBuCHi
Sun Sep 20, 2020 1:34 am
Forum: Ideas and Suggestions
Topic: Underground pipe / belt simmillar to poles
Replies: 1
Views: 1277

Underground pipe / belt simmillar to poles

TL;DR
Make game place undergorund pipe | belt sooner if target location is blocked.

What ?
When dragging power poles game is placing them at max wire distance -or- little bit sooner when target tile(s) are occupied so wire is still attached.
Do simmilar thing for placing underground belts/pipes ...
by CzBuCHi
Sat Aug 15, 2020 5:49 pm
Forum: Ideas and Suggestions
Topic: Save game dialog should show current game info if no existing save is selected
Replies: 4
Views: 2847

Re: Save game dialog should show current game info if no existing save is selected


If player is trying to be lazy bastard with no spoon it is quite important to know current playtime - currently only way to know that is to save game and then open "load game" dialog to see.
The console command /time will print the current playtime. It will not disable achievements.


oh ...
by CzBuCHi
Sat Aug 15, 2020 10:45 am
Forum: Ideas and Suggestions
Topic: Save game dialog should show current game info if no existing save is selected
Replies: 4
Views: 2847

Save game dialog should show current game info if no existing save is selected

TL;DR
As title says - if another save is selected, game will load map version, scenario, difficulty, playtime and mods from save but these are empty if new save name is typed - show there current game stats instead (maybe with different color or something).


What ?
Save game dialog has fixed ...
by CzBuCHi
Sat Aug 08, 2020 11:45 am
Forum: Ideas and Suggestions
Topic: Tweak miner hitbox, so player can move between two miners facing from each other.
Replies: 8
Views: 2588

Tweak miner hitbox, so player can move between two miners facing from each other.

TL;DR
Tweak miner hitbox, so player can move between two miners facing from each other.


What ?
New miner graphics show 'path' behind miners if facing from each other (left from engineer on image), but that 'path' is unwalkable.
Untitled.png

Why ?
Mailny because it is little confusing ...
by CzBuCHi
Fri Aug 07, 2020 11:11 am
Forum: News
Topic: Friday Facts #359 - Crash site: The beginning
Replies: 95
Views: 119605

Re: Friday Facts #359 - Crash site: The beginning


However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct.


... cannot use now :o


Abount mining drill:
How the heck you make something better, that looked perfect???
Also i ...
by CzBuCHi
Fri Jul 31, 2020 7:47 am
Forum: Ideas and Suggestions
Topic: New blueprints - absolute reference point grid size
Replies: 2
Views: 4782

Re: New blueprints - absolute reference point grid size

TL;DR: After good night sleep i get to same conclusion ...

Original reasoning behind this was, that i created chunk aligned city block rails that span over 7x7 chunks and then when placed on map it wouldn't align with my first (non-bp) block - like this: (because of grid size 224x224 ...
by CzBuCHi
Thu Jul 30, 2020 10:26 pm
Forum: Ideas and Suggestions
Topic: New blueprints - absolute reference point grid size
Replies: 2
Views: 4782

New blueprints - absolute reference point grid size

TL;DR
Add optional separate grid size when BP is positioned absolutely.


What ?
Imagine blueprint, that has 96x96 grid size and is absoultely positioned to fit 3x3 chunks
as a result top left corner of this BP can be placed only in top left corner of chunks [0,0], [0,3], [0,6], ..., [3,0], [3,3 ...
by CzBuCHi
Sun Jul 26, 2020 1:21 pm
Forum: Ideas and Suggestions
Topic: Temporary Station circuit condition tweak
Replies: 0
Views: 843

Temporary Station circuit condition tweak

What?

Tweak temporary station circuit condition when train reach it so:
"5s passed" if player is not in train
"5s passed AND Passenger present" if player is in train


Why?
To differentiate, if train should wait for player (personal train) or not (some random hijacked train, that have place ...
by CzBuCHi
Sun Jul 26, 2020 1:08 pm
Forum: Not a bug
Topic: "cannot mix different fluid" error not triggered if unpowered
Replies: 1
Views: 1267

"cannot mix different fluid" error not triggered if unpowered

vanila game version: 0.18.36

how to reproduce:
1. place chemical plant
2. set recipe, that uses differnet fluids
3. connect plant inputs - game will not throw "cannot mix different fluid" error

i think, it is because pipe is empty and chemical plant input do not 'lock' pipe to specific fluid ...
by CzBuCHi
Sun Jul 12, 2020 9:16 am
Forum: Not a bug
Topic: [0.18.36] Placing locomotive on its ghost does not restore the ghosts schedule
Replies: 2
Views: 1636

[0.18.36] Placing locomotive on its ghost does not restore the ghosts schedule

How to reproduce:

1. Place locomotive & assign shedule to it
2. Create blueprint of given locomotive & place it on another track
3. Manually place locomotive on ghosted one

even if you try to place it perfectly on top of ghost (almost impossible) placed locomotive will not have shedule assigned ...
by CzBuCHi
Mon Jun 22, 2020 3:57 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 83
Views: 51897

Re: Friday Facts #352 - New website



Any chance, that there will be bluepints section on it? (clone of mods section would do the trick) - maybe with BP library overhaul (search for BP from game itself) after 1.0 ?


I doubt it... Remember the "controversial" FFF ? https://factorio.com/blog/post/fff-309
There's a paragraph by ...

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