A lot of productivity programs like Kicad, GIMP (or even games like Satisfactory) allow you to do math inside of text certain fields.
example from GIMP:
https://i.imgur.com/usqR8kc.mp4
And when you're used to programs that have it, you'll start to notice it being missing. so i thought i'd suggest ...
Search found 165 matches
- Mon Nov 21, 2022 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Hex signal view, hex and mathematical input in constants
- Replies: 27
- Views: 7468
- Fri Aug 14, 2020 3:14 pm
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash on start (tries to allocate 94GB memory)
- Replies: 3
- Views: 2319
Re: [1.0.0] Crash on start (tries to allocate 94GB memory)
sad that the forum doesn't support .DAT files.
here the Dropboy Link: https://www.dropbox.com/s/qu8802m3hzbpt ... ttings.dat
also, thanks it works now!
here the Dropboy Link: https://www.dropbox.com/s/qu8802m3hzbpt ... ttings.dat
also, thanks it works now!
- Fri Aug 14, 2020 11:02 am
- Forum: 1 / 0 magic
- Topic: [1.0.0] Crash on start (tries to allocate 94GB memory)
- Replies: 3
- Views: 2319
[1.0.0] Crash on start (tries to allocate 94GB memory)
I had this problem since today, even before manually updating to 1.0.
I have disabled all mods (except the base game) in the "mod-list.JSON" file, but it didn't change anything.
starting the game only gets to 3% and then gives me this this window: https://i.imgur.com/1NyCFp0.png
Log File: https ...
I have disabled all mods (except the base game) in the "mod-list.JSON" file, but it didn't change anything.
starting the game only gets to 3% and then gives me this this window: https://i.imgur.com/1NyCFp0.png
Log File: https ...
- Tue Feb 26, 2019 7:53 pm
- Forum: Not a bug
- Topic: Ability to delete items in the Tutorial
- Replies: 1
- Views: 1141
Ability to delete items in the Tutorial
I'm quite proud i broke something
here is how it works:
C-Tron's path finding always tries to avoid objects but when the path is completely blocked it will destroy the thing in it's path to get passed it. the object regenerates afterwards though. unless you place something else in the same spot ...
here is how it works:
C-Tron's path finding always tries to avoid objects but when the path is completely blocked it will destroy the thing in it's path to get passed it. the object regenerates afterwards though. unless you place something else in the same spot ...
- Fri Feb 08, 2019 5:01 pm
- Forum: News
- Topic: Friday Facts #281 - For a Few Frames More
- Replies: 85
- Views: 50848
Re: Friday Facts #281 - For a Few Frames More
ok so if this gets optimized even more i could probably play it on a Raspberry Pi and take it with me for on the go
- Fri Sep 28, 2018 4:37 pm
- Forum: News
- Topic: Friday Facts #262 - Hello my name is: Compilatron
- Replies: 126
- Views: 63189
Re: Friday Facts #262 - Hello my name is: Compilatron
the robot looks like a Minecraft sheep with the face of basically anything in Enter the Gungeon
like seriously, it's just this face
https://i.imgur.com/VtT2ik7.png
combined with this body
https://i.imgur.com/meGNbtX.png
and it's amazing.
also i noticed the red assembler... tier 4 ...
like seriously, it's just this face
https://i.imgur.com/VtT2ik7.png
combined with this body
https://i.imgur.com/meGNbtX.png
and it's amazing.
also i noticed the red assembler... tier 4 ...
- Fri Aug 24, 2018 9:48 am
- Forum: News
- Topic: Friday Facts #257 - NPE/Campaign update
- Replies: 110
- Views: 61074
Re: Friday Facts #257 - NPE/Campaign update
if you are going to add new water tiles, can you atleast reword the old ones and give them some animations or atleast higher res sprites too?
and i'd be awesome of the shallow water was around most bodies of water or if 2 or more are close enough together.
and i'd be awesome of the shallow water was around most bodies of water or if 2 or more are close enough together.
- Fri Jul 20, 2018 12:10 pm
- Forum: News
- Topic: Friday Facts #252 - Sound design & Map editor
- Replies: 92
- Views: 51866
Re: Friday Facts #252 - Sound design & Map editor
one thing that is a bit disapointing is the fact that the ammo inside the Artillery wagon doesn't move after each shot. you know, as a reloading animation
- Sun Jul 01, 2018 8:24 am
- Forum: Resolved Problems and Bugs
- Topic: small but very inconvenient Cursor misalignment
- Replies: 4
- Views: 2459
Re: small but very inconvenient Cursor misalignment
i see, and i hope it is minor enough to just be fixed whenever possible?
- Sat Jun 30, 2018 8:21 pm
- Forum: Resolved Problems and Bugs
- Topic: small but very inconvenient Cursor misalignment
- Replies: 4
- Views: 2459
small but very inconvenient Cursor misalignment
https://i.imgur.com/gvkzfD5.gif
for some odd reason, Factorio doesn't use the "tip" or left side of the Cursor to tell where you are clicking. Instead it uses the Middle of the Cursor.
How the "Hitbox" of the cursor should be:
https://i.imgur.com/PU0N7d8.png
How it is in Factorio:
https://i ...
for some odd reason, Factorio doesn't use the "tip" or left side of the Cursor to tell where you are clicking. Instead it uses the Middle of the Cursor.
How the "Hitbox" of the cursor should be:
https://i.imgur.com/PU0N7d8.png
How it is in Factorio:
https://i ...
- Fri Jun 22, 2018 1:51 pm
- Forum: News
- Topic: Friday Facts #248 - Not Saturday Facts
- Replies: 71
- Views: 38478
Re: Friday Facts #248 - Not Saturday Facts
Red Modules...? hmm not sure if cleverly "hidden" teaser, or just color error.
also ranom thing that would be awesome for the HD Version, how about an animated main Menu background?
also ranom thing that would be awesome for the HD Version, how about an animated main Menu background?
- Fri May 25, 2018 9:58 pm
- Forum: News
- Topic: Friday Facts #244 - Localised plurals & Modernisation progress
- Replies: 68
- Views: 36886
Re: Friday Facts #244 - Localised plurals & Modernisation progress
The unloading station in the background using fast inserters instead of stack inserters is confusing.
- Sat May 19, 2018 7:49 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 72453
Re: Friday Facts #243 - New GUI tileset
the first time you actually missed the Deadline for a FFF... atleast i think so.
those GUI changes look amazing, though i would say that the cancel option could have a different look from the normal text button,

something like this? maybe? just another shape.
those GUI changes look amazing, though i would say that the cancel option could have a different look from the normal text button,

something like this? maybe? just another shape.
- Fri May 18, 2018 10:53 pm
- Forum: News
- Topic: Friday Facts #242 - Offensive programming
- Replies: 51
- Views: 28242
Re: Friday Facts #242 - Offensive programming
welp the devs have died, building burn down or something else.
it is 00:55 on saturday and no FFF
it is 00:55 on saturday and no FFF
- Fri Apr 20, 2018 11:36 am
- Forum: Spread the Word
- Topic: Factorio-styled "homemade items"
- Replies: 2
- Views: 4388
Re: Factorio-styled "homemade items"
with that title i assumed you meant something like amiibos.
3D printed entities/items from the game (Biter, player, inserter, belt, etc just basic items and such), put on a little podest with the Factorio logo on it and selling that.

I would buy it.
3D printed entities/items from the game (Biter, player, inserter, belt, etc just basic items and such), put on a little podest with the Factorio logo on it and selling that.

I would buy it.
- Fri Mar 23, 2018 9:24 pm
- Forum: Spread the Word
- Topic: Factorio need IRL Stuff (Merchandise).
- Replies: 73
- Views: 56783
Re: Factorio need IRL Stuff (Merchandise).
soo, this is just for design ideas for merch?
if that's the case than an idea for more T-shirts/Sweaters/whatever would be to have "simple" ingame designs.
example of a design (except more professional and prolly without a floor texture)
https://i.imgur.com/ufWHSCq.png
https://i.imgur.com ...
if that's the case than an idea for more T-shirts/Sweaters/whatever would be to have "simple" ingame designs.
example of a design (except more professional and prolly without a floor texture)
https://i.imgur.com/ufWHSCq.png
https://i.imgur.com ...
- Sat Feb 24, 2018 10:45 am
- Forum: Ideas and Suggestions
- Topic: actual Pollution downsides
- Replies: 1
- Views: 3126
actual Pollution downsides
TL;DR
Pollution should have actual effects on gameplay other that just biters coming after you.
What
Pollution currently has 3 effects in the game.
1. makes the map red, which can be turned on/off, and has no effect on gameplay
2. makes biters agressive, which can be turned on/off and once ...
Pollution should have actual effects on gameplay other that just biters coming after you.
What
Pollution currently has 3 effects in the game.
1. makes the map red, which can be turned on/off, and has no effect on gameplay
2. makes biters agressive, which can be turned on/off and once ...
- Fri Feb 16, 2018 6:21 pm
- Forum: News
- Topic: Friday Facts #230 - Engine modernisation
- Replies: 81
- Views: 54158
Re: Friday Facts #230 - Engine modernisation
https://eu3.factorio.com/assets/img/blog/fff-230-logo.png
tyc┴?L!o
I'm wondering why everything was flipped, red and just looked like literal hell.
but i think the answer would be too complex for me.
good luck with redoing all graphics, while doing so you could also make lighting more dynamic ...
tyc┴?L!o
I'm wondering why everything was flipped, red and just looked like literal hell.
but i think the answer would be too complex for me.
good luck with redoing all graphics, while doing so you could also make lighting more dynamic ...
- Fri Feb 09, 2018 8:38 pm
- Forum: News
- Topic: Friday Facts #229 - Taiwan report & Lamp staggering
- Replies: 45
- Views: 25871
Re: Friday Facts #229 - Taiwan report & Lamp staggering
a thing that would be awesome is being able to dim lamps, either via a circuit signal or just by waiting... so all lamps would turn on on the same time, but would be very dim at first and slowly incrrease in strenght as it gets darker.
- Sat Jan 06, 2018 2:42 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 451788
Re: Friday Facts #224 - Bots versus belts
never noticed how OP bots are.
but then again, they are a choice, you don't need to use them.
also thing i noticed,
Trains are long-range versions of belts because they transport items on a set path, but trians also need stops where items get loaded/unloaded from.
so where is the long-ranged ...
but then again, they are a choice, you don't need to use them.
also thing i noticed,
Trains are long-range versions of belts because they transport items on a set path, but trians also need stops where items get loaded/unloaded from.
so where is the long-ranged ...