Search found 24 matches

by GluAp
Mon Apr 13, 2020 10:31 pm
Forum: Medium/Big/Gigantic Sized Structures
Topic: Pyramid city block train world
Replies: 2
Views: 1023

Re: Pyramid city block train world

Ok, first of all: congratulations for reaching 1k SPM and going for 2k. But I'm not convinced by your "pyramid" concept, or the naming. Because, well, the whole game is a pyramid, basically not depending on what you actually build. You will usually always take X items to make less than X new items o...
by GluAp
Sat Apr 04, 2020 8:56 pm
Forum: Mods
Topic: [MOD 0.17.x]Helmod: Assistant to plan its base.
Replies: 257
Views: 55695

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

@GluAp I am French so to reassure you, English is not my native language. France French? Canadian French? Or some other French? In one of those cases we'd be neighbours :mrgreen: the concept of "sub-blocks" is basically a simple way to know how many times I will put my blueprint (sub-blocks) after ...
by GluAp
Thu Apr 02, 2020 5:03 pm
Forum: Mods
Topic: [MOD 0.17.x]Helmod: Assistant to plan its base.
Replies: 257
Views: 55695

Hello Helfima. First of all: Thank you very much for this mod. I have been using it essentially right after finishing my first playthrough. And it has been in every playthrough I ever did since then. I have to say that in the beginning I had some difficulties understanding every feature, but I belie...
by GluAp
Thu Apr 02, 2020 9:25 am
Forum: Questions, reviews and ratings
Topic: Problem with Bobs and Angels/ 2 PCs, 2 Different recipes
Replies: 2
Views: 198

Re: Problem with Bobs and Angels/ 2 PCs, 2 Different recipes

If I remember correctly, sometimes you need to reset/refresh the technology tree for the game. This may be necessary, when a mod update changes something that already has been researched. It should be this one (or something similar to this): /c for i, player in ipairs(game.players) do player.force.r...
by GluAp
Mon Mar 30, 2020 8:01 am
Forum: Assigned
Topic: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
Replies: 2
Views: 269

Re: [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level

Here you are:
factorio Bug - detailed info.png
factorio Bug - detailed info.png (7.31 MiB) Viewed 257 times
fyi: I had to hide modded UI Elements
I play in windowed mode but the line is visible in FullScreen too.
by GluAp
Mon Mar 30, 2020 7:08 am
Forum: Assigned
Topic: [posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level
Replies: 2
Views: 269

[posila] [0.18.17] (possible) Graphics bug - black vertical line on certain zoom level

factorio Bug.png As you can see I encountered this black vertical line when walking through the environment. It is only visible at 3 steps in from maximum zoom level. It stays at this exakt horizontal position only - meaning: it doesn't move its position in the world. If it can be seen on a certain...
by GluAp
Mon Mar 30, 2020 5:01 am
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 11986

Re: Friday Facts #338 - The (real) Character GUI

[...] Now a not-so-short rant about spidertron. [...] And as far as not really having a "niche" for spidertron to fit into... I'd love to leverage a "vanilla" way to obsolete my want of the infamous Squeak Through mod. Everyone (and every powerpole) knows what happens when you drive a car/tank thro...
by GluAp
Fri Mar 13, 2020 2:47 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 11986

Re: Friday Facts #338 - The (real) Character GUI

I'm very much looking forward to playing with the new Character GUI since it is a good conclusion to your GUI efforts for the whole game. But still I'm missing a temporary request feature. Something like adding a modifier (e.g. ALT + LMB/RMB) to request items and the request beeing deleted automatic...
by GluAp
Thu Mar 05, 2020 10:46 pm
Forum: Mods
Topic: [0.17]AutoTrash 4.1.5
Replies: 146
Views: 50587

Re: [0.17]AutoTrash 4.1.5

Hello Choumiko. I'd like to ask (very nicely), whether this mod is still in (feature) development. I recently started my first Bobs/Angels playthrough and I'm getting a little annoyed by how many assembling type machines I can use. To get what I need I can either walk to my 'chaos (not KoS) mall' an...
by GluAp
Wed Mar 04, 2020 12:34 am
Forum: Ideas and Requests For Mods
Topic: [MOD REQUEST] temporary logistic request
Replies: 3
Views: 224

Re: [MOD REQUEST] temporary logistic request

For another modders: do we have events by clicking of recipes in inventory GUI? No. This request is impossible to mod. So, there's no way to intercept a GUI on-click event in the crafting UI, hence no way to trigger this? I can live with this, if we can find another way. It does not necessarily hav...
by GluAp
Mon Mar 02, 2020 9:01 pm
Forum: Ideas and Requests For Mods
Topic: [MOD REQUEST] temporary logistic request
Replies: 3
Views: 224

[MOD REQUEST] temporary logistic request

Hello dear modding-gods. I'm pretty sure, I'm not the first to have this idea and have seen several proposals in the dev section of this forum but i guess it's probably not that much of a vanialla problem and therefore won't get much attention there. What I wish to be done I'd really like to have a ...
by GluAp
Fri Nov 08, 2019 5:10 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 22421

Re: Friday Facts #320 - Color correction

Short an painless: I don't like the new saturation changes. In general it's a good idea to brighten the overall look of the game, especially during the night. But there has to be a better way. The saturation changes lessen the effect of the games' overall art style a litte to much. I think about it ...
by GluAp
Wed Sep 18, 2019 6:30 pm
Forum: Ideas and Suggestions
Topic: Train Visualization - Make last train wagon in line distinguishable
Replies: 10
Views: 648

Re: Train Visualization - Make last train wagon in line distinguishable

imo more important would be to have car numbers. https://forums.factorio.com/viewtopic.php?f=6&t=52716&p=308331#p308331 this way i also can tell instantly how _many_ cars fit into a track segment. and it also tells how many more are missing. with only a last car indicator i imagine it can be hard t...
by GluAp
Tue Sep 17, 2019 2:13 am
Forum: Ideas and Suggestions
Topic: Train Visualization - Visualize Train on all track segments in screenspace
Replies: 8
Views: 574

Re: Train Visualization - Visualize Train on all track segments in screenspace

Well, this is in fact a good reason :lol: But I'd suggest to make it a different topic and make it's solution independant from what's being discussed here. If, by any chance, the Devs decide to adopt my ideas and we have this 300-tile segment of your's, then my solution will have two cases: 1) When ...
by GluAp
Mon Sep 16, 2019 2:05 am
Forum: Ideas and Suggestions
Topic: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult
Replies: 8
Views: 421

Re: Add Game Difficulty setting in Vanilla - Easy/Normal/Difficult

In general I believe that you have enough switches to change difficulty already. They allow for precise tuning and correspond well with the game mechanics: * Resource and landscape (island) settings: Wide range from "focus on what you really have to do" to "build a megabase" * Biter and pollution se...
by GluAp
Mon Sep 16, 2019 12:47 am
Forum: Ideas and Suggestions
Topic: Train Visualization - Visualize Train on all track segments in screenspace
Replies: 8
Views: 574

Re: Train Visualization - Visualize Train on all track segments in screenspace

Impatient wrote:
Sun Sep 15, 2019 7:08 am
I have a question: how does the game show you the position of 6 cars? [...]
Go to "Settings -> Interface -> Train visualiztation length" and change it.
I think, this might be a 0.17(?) feature. But I believe in earlier game versions you can change this via a change in a config file.
by GluAp
Mon Sep 16, 2019 12:42 am
Forum: Ideas and Suggestions
Topic: Train Visualization - Make last train wagon in line distinguishable
Replies: 10
Views: 648

Re: Train Visualization - Make last train wagon in line distinguishable

What do you mean by "last"? How does the algorithm know how long a train, passing this location, will be? You might have misunderstood or misread the proposal. There is no "train, passing [a] location". There is no train at all. Depending on a new signal you want to place alongside the train track,...
by GluAp
Sun Sep 15, 2019 6:29 am
Forum: Ideas and Suggestions
Topic: Train Visualization - Visualize Train on all track segments in screenspace
Replies: 8
Views: 574

Re: Train Visualization - Visualize Train on all track segments in screenspace

This bugs me always, too. +1 I would write that shorter: I can place rail signals only in forward-direction. But not backwards, which sometimes makes much sense. And the forward projection of rail signals should not be just a copy of the backward, there should be a clear distinction of what is back...
by GluAp
Sun Sep 15, 2019 2:50 am
Forum: Ideas and Suggestions
Topic: Train Visualization - Make last train wagon in line distinguishable
Replies: 10
Views: 648

Re: Train Visualization - Make last train wagon in line distinguishable

I would not say "last wagon", but "every N-th wagon" should be enhanced. Where N is either also configurable or just 3 (every 3rd wagon is enhanced), cause that is a very good measure for wagons. I very well could live with that, too. But let's think a little bit further: Why not just put a text in...
by GluAp
Sat Sep 07, 2019 1:53 am
Forum: Ideas and Suggestions
Topic: Train Visualization - Visualize Train on all track segments in screenspace
Replies: 8
Views: 574

Train Visualization - Visualize Train on all track segments in screenspace

And here comes suggestion number 3 .. :D WHAT I'd wish for: When holding a signal / station, or hovering over them, visualize the train (and track segments?) on all track segments in screenspace, if (length(segment) >= Train_visualiztation_length) This is, how it looks at the moment (Train visualizt...

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