Kinda like a radial menu yeahIlliander42 wrote: Mon Apr 22, 2024 4:18 pm You're talking about a "radial menu" to set the ghost rail rotation.
Not a bad idea, espeically with the new 16-direction rails.
Search found 52 matches
- Mon Apr 22, 2024 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Hold R to rotate rails in ghost build mode
- Replies: 3
- Views: 687
Re: Hold R to rotate rails in ghost build mode
- Mon Apr 22, 2024 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Hold R to rotate rails in ghost build mode
- Replies: 3
- Views: 687
Hold R to rotate rails in ghost build mode
TL;DR
I am suggesting a different way to rotate the endpoint when building rails using ghost build mode.
What ?
Currently when you hold shift to enable ghost build mode for rails, the only way to rotate the endpoint is to spam R. It can actually be kinda difficult to get the correct rotation ...
I am suggesting a different way to rotate the endpoint when building rails using ghost build mode.
What ?
Currently when you hold shift to enable ghost build mode for rails, the only way to rotate the endpoint is to spam R. It can actually be kinda difficult to get the correct rotation ...
- Tue May 18, 2021 9:08 pm
- Forum: Ideas and Suggestions
- Topic: Change held item to ghost item after personal robots take it /Convert ghost item in hand into real item when available
- Replies: 11
- Views: 3811
Re: Please change held item to ghost item after personal robots take it
Thanks, I'll definitely be using one of those mods. I still think this should be handled by the game itself though.
- Sun May 16, 2021 4:51 pm
- Forum: Ideas and Suggestions
- Topic: Change held item to ghost item after personal robots take it /Convert ghost item in hand into real item when available
- Replies: 11
- Views: 3811
Change held item to ghost item after personal robots take it /Convert ghost item in hand into real item when available
Hello,
When I place the last item of a type, then the held item will be turned into a ghost item, which is good, because it allows me to seamlessly keep placing the item as ghosts.
However, a very common problem I have in game is the following:
if my personal robots are the last thing to take the ...
When I place the last item of a type, then the held item will be turned into a ghost item, which is good, because it allows me to seamlessly keep placing the item as ghosts.
However, a very common problem I have in game is the following:
if my personal robots are the last thing to take the ...
- Tue Jan 28, 2020 6:49 pm
- Forum: Releases
- Topic: Version 0.18.2
- Replies: 61
- Views: 33113
Re: Version 0.18.2
I'm gonna have to agree with other people here, the new transport belt sounds have a very high pitch screech in the background which makes it unbearable. This needs to be removed or I will be forced to play with factorio muted for the rest of time.
- Thu Mar 14, 2019 8:26 am
- Forum: Ideas and Suggestions
- Topic: idea for possible improvement to pathfinding destroying ups on deathworlds
- Replies: 4
- Views: 1976
Re: idea for possible improvement to pathfinding destroying ups on deathworlds
The problem is, I'm unable to fire my artilleries at their max range, because firing that far behind enemy lines causes the enemies to attempt to pathfind to me indefinitely, which lowers my UPS from 60 to unplayable levels.
In this thread , one of the Factorio programmers asked for savegames ...
- Wed Mar 13, 2019 12:04 pm
- Forum: Ideas and Suggestions
- Topic: idea for possible improvement to pathfinding destroying ups on deathworlds
- Replies: 4
- Views: 1976
idea for possible improvement to pathfinding destroying ups on deathworlds
Hi
I'm playing on a deathworld. Here is a picture so you get a sense of just how many enemies there are.
https://cdn.discordapp.com/attachments/139677590393716737/554382346657333299/unknown.png
The problem is, I'm unable to fire my artilleries at their max range, because firing that far behind ...
I'm playing on a deathworld. Here is a picture so you get a sense of just how many enemies there are.
https://cdn.discordapp.com/attachments/139677590393716737/554382346657333299/unknown.png
The problem is, I'm unable to fire my artilleries at their max range, because firing that far behind ...
- Fri Jun 08, 2018 1:46 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 72438
Re: Friday Facts #246 - The GUI update (Part 3)
For the map generator UI, I have two suggestions:
In the lower right corner, the button always says "Play >". I suggest changing this to display the name of the next tab. So at first it'd say "Terrain >", and then "Enemy >" and so on, until you get to the last tab, where it says "Play".
I am not ...
In the lower right corner, the button always says "Play >". I suggest changing this to display the name of the next tab. So at first it'd say "Terrain >", and then "Enemy >" and so on, until you get to the last tab, where it says "Play".
I am not ...
- Sat Jun 04, 2016 2:24 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 93562
Re: Friday Facts #141 - Mod Portal
Why save all values in the lua script? What's the advantage of that over having a function that is called when the game is saved? The game would simply save all values that are returned by the function, and then it would call a different function on load.
Appearantly too many modders do things ...
Appearantly too many modders do things ...
- Sat Jun 04, 2016 2:00 pm
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 93562
Re: Friday Facts #141 - Mod Portal
Why save all values in the lua script? What's the advantage of that over having a function that is called when the game is saved? The game would simply save all values that are returned by the function, and then it would call a different function on load.
- Mon May 30, 2016 7:35 am
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
Alright then I guess this thread is over. It's all microsoft's fault so the only question is whether to ask them to fix it now or wait until problems start happening and ask them then.
/thread
EDIT: and also HOW do we ask them to fix it? There doesn't appear to be any good place to post such a ...
/thread
EDIT: and also HOW do we ask them to fix it? There doesn't appear to be any good place to post such a ...
- Sun May 29, 2016 2:34 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
In other words, like we both have already said earlier, this is technically windows' fault. Until microsoft fixes it (aka never), Factorio can't use a hard cap to the amount of memory it gives itself because... reasons?
- Sat May 28, 2016 1:38 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
prg you keep saying the check already works, but then why was I able to reproduce it on two different computers? I agree with everything else you said in your latest post though
- Fri May 27, 2016 1:28 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
Well that sure is some judgement, but, if this issue is real, it's pretty naive and it's going to come back to bite you. But if that's the way you want to go *shrugs*
EDIT: oh and this issue was never about infinite loops (this is like the 4th time I say this. God damnit I promised myself to not ...
EDIT: oh and this issue was never about infinite loops (this is like the 4th time I say this. God damnit I promised myself to not ...
- Fri May 27, 2016 12:49 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
So this is not a bug report (since the bug is not in Factorio) but a feature request to add a kludge to work around broken OSes and replicate some of the kernel's functionality to know how much memory can safely be requested in a given situation (just a hardcoded percentage of total RAM won't work ...
- Fri May 27, 2016 6:50 am
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
Well it is possible that these crashes are not directly caused by factorio. Instead, factorio uses all the ram, and then windows itself and/or a different application is the cause of the crash when it tries to use some more ram. In which case, we'll have to bitch at microsoft to fix their broken OS ...
- Thu May 26, 2016 8:33 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
Well it is possible that these crashes are not directly caused by factorio. Instead, factorio uses all the ram, and then windows itself and/or a different application is the cause of the crash when it tries to use some more ram. In which case, we'll have to bitch at microsoft to fix their broken OS ...
- Thu May 26, 2016 4:32 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
Are you using factorio 32bit or 64bit thoughbNarFProfCrazy wrote:stuff and things
- Thu May 26, 2016 4:20 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
Ok so I gave up testing on my old laptop (the one with windows 7) because it's just so slow it'll probably take all day to replicate the results of my new laptop. That is, if it's ever going to crash, since no one with windows 7 has been able to reproduce it so far.
Actually I have, honestly. But ...
Actually I have, honestly. But ...
- Thu May 26, 2016 4:06 pm
- Forum: Modding help
- Topic: trying to make a mod, accidentally crashed my whole computer
- Replies: 70
- Views: 20474
Re: trying to make a mod, accidentally crashed my whole computer
I tested it on my maschine with the given derp mod.
Win 7 x64 8GB RAM -> no crash
Here is an overview from my task manager showing the memory consumption.
MemoryUsage.png
Without anything running my system takes 1GB of memory.
Browser takes usually 300MB on start.
1) Launch of Factorio with ...
Win 7 x64 8GB RAM -> no crash
Here is an overview from my task manager showing the memory consumption.
MemoryUsage.png
Without anything running my system takes 1GB of memory.
Browser takes usually 300MB on start.
1) Launch of Factorio with ...