Search found 200 matches

by Hiladdar
Fri Jun 26, 2020 5:21 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 32
Views: 3619

Re: Friday Facts #353 - Trailer update

For a trailer, talking about the version 0.1.0, will be akin to a butcher describing the gory details of making blood sausage to a perspective client, so probably best to skip that part. The feel of the current trailer is great, the the graphics used in it are dated. Unfortunately it will take some ...
by Hiladdar
Thu Jun 25, 2020 7:47 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 80
Views: 7609

Re: Friday Facts #352 - New website

I have seen both the new web site and the new mods portal. They look nice, but the major drawback is they take significantly much longer to load then the ones they replaced.

Hiladdar.
by Hiladdar
Fri Jun 19, 2020 6:04 pm
Forum: News
Topic: Friday Facts #352 - New website
Replies: 80
Views: 7609

Re: Friday Facts #352 - New website

I like how the web site works right now. Minimal javascript, smaller sized pages, fast loading pages. Please keep that. What I do not want to see is a page that takes multiple seconds to minutes to load. When I ran project development, I would have what I called the 5 second rule. If a web page coul...
by Hiladdar
Sun Jun 14, 2020 5:26 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 9785

Re: Version 0.18.31

Problem developed when updating to new version. I have multiple trains that can drop off at the same location. Think 4 sources for iron plate and 1 requester for iron plate. Requester station turns off when sufficient amount of material is in chests, or a train is already in station. The problem ha...
by Hiladdar
Sat Jun 13, 2020 4:50 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 194
Views: 12552

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

I like the ideas several others have proposed of simplifying the design of the beacon, and having the modules displayed as an overlay in alt mode. I still think the new beacon intricacy should be toned down a bit.

Hiladdar
by Hiladdar
Fri Jun 12, 2020 6:34 pm
Forum: News
Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
Replies: 194
Views: 12552

Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing

What I do not like about the new beacon is: 1. What about mods which have more then 2 modules in them. The current beacon tends to display that much more cleanly. 2. The module on the beacon in the top right corner is difficult to see. 3. The internal wires, and the plug in ports for the modules are...
by Hiladdar
Fri Jun 12, 2020 6:23 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 9785

Re: Version 0.18.31

Regarding the indicator lights on the drills. I'm neutral on that feature. When checking to see if the drill still had a resource to drill, I would hover the mouse to see the expected amount due from the resource. If it was zero, remove the drill. That technique would also tell me how much of which ...
by Hiladdar
Fri Jun 12, 2020 1:08 am
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 24
Views: 4326

Re: Mining drill ore selection

Thanks for dropping this where it belongs.

Hiladdar
by Hiladdar
Thu Jun 11, 2020 7:01 pm
Forum: Ideas and Suggestions
Topic: Mining drill ore selection
Replies: 24
Views: 4326

Issue with miners

Consider the following image: Issue with miners.jpg It is possible to have in a game where the uranium ore field is touched some other type of ore field. If the mining area touches even one uranium ore, the game automatically set the miner up for mining with fluids. But what if the player only wants...
by Hiladdar
Wed Jun 10, 2020 8:32 pm
Forum: Modding help
Topic: Limit Stack size in Container?
Replies: 1
Views: 67

Re: Limit Stack size in Container?

Stack size can be limited by editing the item outside the game. It may be possible to create a new item with stack limit of say 10. This is also where the property to set how much is considered as the default selection for personal logistics. Beyond that, it is possible within the game to limit how ...
by Hiladdar
Fri Jun 05, 2020 6:33 pm
Forum: News
Topic: Friday Facts #350 - Electric mining drill redesign
Replies: 101
Views: 15858

Re: Friday Facts #350 - Electric mining drill redesign

New miners look good, and they match the new icon, which was my concern. I like what I see in the videos, and expect the new miners to look great in the game.

Hiladdar
by Hiladdar
Mon Jun 01, 2020 7:53 pm
Forum: Releases
Topic: Version 0.18.29
Replies: 32
Views: 5864

Re: Version 0.18.29

Thanks for updating the engine. It now looks like an engine and not a timing belt.

Hiladdar
by Hiladdar
Sun May 31, 2020 1:14 am
Forum: Multiplayer
Topic: German "Nightmare" server issues
Replies: 0
Views: 163

German "Nightmare" server issues

Hi, I saw that some of my mods were used on your server so I attempted to log in. There were several issues. First issue was the mod InfiniteInserterCapcity_Research -0.1.4. That mod is written for Factorio version 17. I was able to get around that issue by changing required version of Factorio to 0...
by Hiladdar
Sat May 30, 2020 7:40 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 7976

Re: Friday Facts #349 - The 1.0 plan

This These values also include s some optimi z ations implemented by Rseding. You're going to kill the proofreading team at this rate! :lol: The first two are trivial changes, even you or I could do them. Optimization/optimisation seems to be an US/GB difference and indeed means more work - choosin...
by Hiladdar
Fri May 29, 2020 9:30 pm
Forum: Modding help
Topic: What is load game name unicode sort order?
Replies: 3
Views: 92

Re: What is load game name unicode sort order?

This is by loading a different keyboard / display map. In summery there is a 2 hex digit number which represents each character. Change the keyboard map / display font, and you can change the sort order which is based off the the hexadecimal numbers. I had to deal with this issue when working betwee...
by Hiladdar
Fri May 29, 2020 8:55 pm
Forum: News
Topic: Friday Facts #349 - The 1.0 plan
Replies: 59
Views: 7976

Re: Friday Facts #349 - The 1.0 plan

A few comments regarding the 1.0 and moving the date up. First, there will always be some game released at some time. I think there may be some who will play both Cyberpunk and Factorio at the same time, but the games are different enough that it should not be an issue. Making sure there is enough m...
by Hiladdar
Tue May 26, 2020 8:15 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 64
Views: 9117

Re: Version 0.18.27

I have several issues with the miner. First when you remove the entity, sometimes there is a small sound, sometimes not. I understand that too much sound will turn into noise, but some consistency would be nice. My second comment is the difference in appearance between how the icon for the miner app...
by Hiladdar
Tue May 26, 2020 6:54 pm
Forum: Modding help
Topic: Using draw_sprite() to make shadow background under item icon
Replies: 5
Views: 132

Re: Using draw_sprite() to make shadow background under item icon

Usually there will be a separate file that contains a semi transparent mask for the shadow, that has to match up entity graphic, with two graphic file definitions, one for the entity itself, and one for the shadow. In this case there is an entity overlayed on top of an entity, hence there are two en...
by Hiladdar
Fri May 22, 2020 5:44 pm
Forum: Modding help
Topic: given sprite rectangle outside actual sprite size??
Replies: 5
Views: 87

Re: given sprite rectangle outside actual sprite size??

In this case the clue is in the error message, ... top-0x100, right_bottom=300x200, ... followed by ... right_bottom=300x100 ... The mismatch between what the system expects and what is provided. When working in belts, I would recommend that you also take a look at the functions which are called by ...
by Hiladdar
Fri May 22, 2020 5:14 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 10950

Re: Friday Facts #348 - The final GUI update

Thanks for the heads up, on the upcoming possible mod crippling patch. This is not only good information for mod authors but also for players, since after .27 is released, mod authors will need some time to update their mods. At the same time, players know that they probably should delay patching th...

Go to advanced search