Search found 31 matches

by NIronwolf
Sat Dec 11, 2021 6:58 am
Forum: General discussion
Topic: Alt-F4 #54 - Story Missions: The Story
Replies: 2
Views: 673

Re: Alt-F4 #54 - Story Missions: The Story

There isn't concrete under the gate in the trailer, but otherwise a pretty faithful reproduction. ;)

I run the trailer before each Factorio stream. :lol:
by NIronwolf
Fri Jan 29, 2021 10:23 am
Forum: News
Topic: Friday Facts #364 - 1.1 stable
Replies: 57
Views: 21431

Re: Friday Facts #364 - 1.1 stable

I think in the section "New Train Overview GUI - The beginning" the third image is mislabeled as 1.1.0. I looked at it to long trying to figure out what was new before continuing and seeing the real new screenshots. :)

Cheers on another great release!
by NIronwolf
Wed Nov 25, 2020 8:05 pm
Forum: Releases
Topic: Version 1.1.1
Replies: 74
Views: 33587

Re: Version 1.1.1

We actually try to move to names list rather than just icon lists in these kind of tooltips if possible. The reason is, that when I see the name, I can actually search for name, but if you have a mod with 50 similar icons for something, and it just shows you the icons, how are you supposed to find ...
by NIronwolf
Fri Nov 06, 2020 11:08 am
Forum: Minor issues
Topic: [1.0.0] Marked 'alpha' release
Replies: 3
Views: 832

Re: [1.0.0] Marked 'alpha' release

Oops, sorry. I tried searching for a few things, but alpha returned most of the forum. :(
by NIronwolf
Wed Oct 28, 2020 12:53 am
Forum: Minor issues
Topic: [1.0.0] Marked 'alpha' release
Replies: 3
Views: 832

[1.0.0] Marked 'alpha' release

The About box in a stand-alone install still lists the Release as an 'alpha'.

Literally unplayable as a final release version. :D

Image
by NIronwolf
Fri Oct 09, 2020 4:42 pm
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 48366

Re: Friday Facts #361 - Train stop limit, Tips and tricks

Maybe a tip page on rotating? Particularly showing rotating belts with items already on them so you don't have to pick them up? From the list it looks like side-loading is going to be covered but if not, that's a quality topic.
by NIronwolf
Fri Jul 24, 2020 6:07 pm
Forum: News
Topic: Friday Facts #357 - Nuke
Replies: 96
Views: 25061

Re: Friday Facts #357 - Nuke

Woo! You implemented a suggestion of mine. ❀ viewtopic.php?p=371188#p371188 Then you upped the ante with the grid concept! You guys are amazing.
by NIronwolf
Mon Jul 20, 2020 3:54 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 31974

Re: Friday Facts #356 - Blueprint library for real

Looks like it hasn't been mentioned. If we can Shift-Scroll through BPs, could we possibly Control-Scroll to the top of each nested BP book itself?
by NIronwolf
Sun Jun 28, 2020 2:47 pm
Forum: Duplicates
Topic: [0.18.33] Beacon Effect Area doesn't fill tiles
Replies: 2
Views: 395

Re: [0.18.33] Beacon Effect Area doesn't fill tiles

TY, my search didn't turn up that topic.
by NIronwolf
Thu Jun 25, 2020 3:14 pm
Forum: Duplicates
Topic: [0.18.33] Beacon Effect Area doesn't fill tiles
Replies: 2
Views: 395

[0.18.33] Beacon Effect Area doesn't fill tiles

The beacon redesign has reduced the highlight slightly for its effect area as seen in the screen shot. I *think* the yellow shading used to reach the edge of the tile boundary. Makes it look like it's not going to affect larger structures like the silo that have a few more pixels border. factorio_20...
by NIronwolf
Mon Mar 02, 2020 3:29 pm
Forum: Modding help
Topic: Adding resistances to modules?
Replies: 2
Views: 489

Re: Adding resistances to modules?

Thanks for the confirmation. I've started looking into ways to do it. I really wish there was a trigger for changed modules.
by NIronwolf
Sat Feb 29, 2020 1:20 am
Forum: Modding help
Topic: Adding resistances to modules?
Replies: 2
Views: 489

Adding resistances to modules?

Apologies for being new to modding. I'd like to make a mod that has local pollution do damage to buildings. This has been done before, so I know I can get this basic concept working. However, I'd like to add a line of modules that will reduce this damage. I can't seem to find the right attributes to...
by NIronwolf
Fri Nov 22, 2019 1:35 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 19002

Re: Friday Facts #322 - New Particle system

So no more push on 0.17. Guess it's time to concentrate on finishing out this modded playthrough since everything has settled for a while. :D

Although, I've been anticipating the UI updates so that expectation is tempered now.

Great work on optimizations! Potatoes everywhere thank you!
by NIronwolf
Sun Oct 13, 2019 3:40 am
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 17981

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

I wonder if you can do a check to see if a bitter is stopped (attacking) and then again have it collide. This could ensure they wouldn't be stacked up on each other when attacking. It also "feels" right, in that a crowded city sidewalk flows at a street crossing but then bunches up and it'...
by NIronwolf
Sat Jun 01, 2019 10:49 pm
Forum: Not a bug
Topic: [0.17.44] Inconsistent Time Labels on Graphs
Replies: 2
Views: 644

Re: [0.17.44] Inconsistent Time Labels on Graphs

Nope wasn't a big thing. It just seemed that it was using a division that cut to whole numbers before. Just looking out for my OCD peeps. :)
by NIronwolf
Fri May 31, 2019 5:56 am
Forum: Not a bug
Topic: [0.17.44] Inconsistent Time Labels on Graphs
Replies: 2
Views: 644

[0.17.44] Inconsistent Time Labels on Graphs

All the graphs are showing an unusual progression for the time axis on all my graphs. I know in the past they were evenly spaced and snapped to whole numbers (or proper fractions). I've attached several screenshots at different UI scales and resolutions hoping that was the culprit. There are other r...
by NIronwolf
Fri May 31, 2019 4:50 am
Forum: Resolved Problems and Bugs
Topic: [0.17.6] Stack Inserter Behaviour
Replies: 19
Views: 9187

Re: [0.17.6] Stack Inserter Behaviour

I'm curious what base vision of the game changed after 2 and a half months to prompt this adjustment. Feels like maybe an honorable mention FFF section. ;)
by NIronwolf
Fri Mar 01, 2019 10:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Double-click on Scroll Bar Confirms Load/Save
Replies: 1
Views: 1225

[0.17.4] Double-click on Scroll Bar Confirms Load/Save

This was reported before in 0.16 but was said to have been fixed. Looks like it's back in 0.17. Previous reports: https://forums.factorio.com/viewtopic.php?t=56440 https://forums.factorio.com/viewtopic.php?t=54830 Expected behavior: Just keep scrolling but not load/save the previously highlighted it...
by NIronwolf
Thu Feb 28, 2019 3:39 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] In-Game Update Not Showing Available Update
Replies: 1
Views: 332

[0.17.1] In-Game Update Not Showing Available Update

I know that there is a 0.17.2 available and rather than downloading the full game again I was hoping to use the in-game updater to just get the patch. I have experimental update and check on start enabled and was surprised to see nothing pop up to update as in the past. I then went to manually check...

Go to advanced search