TL;DR
Support high-refresh monitors for smoother visuals and less eye strain without changing the game logic.
What?
The game needs just to render a bit more into the direction of movement. The GPU displays the map and fine-scrolls it for each “micro-frame”.
In between the game-updates a ...
Search found 33 matches
- Sat Jan 18, 2025 12:29 pm
- Forum: Ideas and Suggestions
- Topic: Smooth scrolling for higher refresh rates
- Replies: 0
- Views: 94
- Sat Jan 18, 2025 11:54 am
- Forum: Ideas and Suggestions
- Topic: Complexes for UPS/bigger megabases
- Replies: 5
- Views: 284
Re: Complexes for UPS/bigger megabases
This is a great suggestion! Seconded!
- Sat Jan 18, 2025 11:52 am
- Forum: Outdated/Not implemented
- Topic: Auto-trash items that are automatically picked up from belts.
- Replies: 12
- Views: 5454
Re: Auto-trash items that are automatically picked up from belts.
I guess this can be deleted or moved to implemented now. @ssilk
- Sat Oct 26, 2024 12:39 pm
- Forum: Outdated/Not implemented
- Topic: Above 60 fps (120 or 144).
- Replies: 47
- Views: 30001
Re: Above 60 fps (120 or 144).
I don't need higher fps, but could it at least not break when running at higher refresh rates? Panning/scrolling becomes laggy when running at anything other than 60fps.
- Sat Oct 26, 2024 12:28 pm
- Forum: Ideas and Suggestions
- Topic: Unintended extra click when setting up recipes due to the "Quality" dropdown.
- Replies: 60
- Views: 5643
Re: Unintended extra click when setting up recipes due to the "Quality" dropdown.
Agreed! Perhaps a toggle could be added?
- Wed Oct 09, 2024 12:08 pm
- Forum: Ideas and Suggestions
- Topic: Increase the usefullness of lamps
- Replies: 5
- Views: 708
Re: Increase the usefullness of lamps
I think it's a good idea. Perhaps biters should be more likely to attack unlit parts of the base as well. Cover of darkness and so forth.
- Fri Jun 14, 2024 10:59 am
- Forum: Ideas and Suggestions
- Topic: Equalize Axes of Production/Consumption Graph
- Replies: 14
- Views: 2665
Re: Equalize Axes of Production/Consumption Graph
Perhaps it could be a toggle? It's pretty common thing to do with graphs. For a 1min-interval, a spike probably wouldn't be relevant and could be allowed to exceed the boundaries.mmmPI wrote: Fri Jun 14, 2024 10:32 am If one of the graph has a big spike, the other one will be needlessly compressed and couldn't be read anymore no ?
- Sat Jun 01, 2024 11:16 am
- Forum: Ideas and Suggestions
- Topic: Snapping templates
- Replies: 3
- Views: 980
Re: Snapping templates
What if entities or parts of the blueprint could be tagged as "anchors"?
When placing a new factory my workflow is often:
1. Copy/make blueprint of two factories even though I only intend to place one.
2. Align with existing factory.
3. Place blueprint.
All the information is there. The game just ...
When placing a new factory my workflow is often:
1. Copy/make blueprint of two factories even though I only intend to place one.
2. Align with existing factory.
3. Place blueprint.
All the information is there. The game just ...
- Sun Aug 20, 2023 1:13 pm
- Forum: Ideas and Suggestions
- Topic: QoL: Press Q on cliff to equip cliff explosives in hand
- Replies: 2
- Views: 967
Re: QoL: Press Q on cliff to equip cliff explosives in hand
Would be nice if the cliff was highlighted on hover as well. Graphics and the actual space cliffs uses seldom matches.
- Mon Jul 10, 2023 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Search should not be case sensitive
- Replies: 10
- Views: 2494
Re: Search should not depends on Upper/Lower case
Uh... He's one of the main developers. If he says it's too complex it probably is.
Internationalization is troublesome at the best of times.
Internationalization is troublesome at the best of times.
- Wed Apr 19, 2023 4:14 pm
- Forum: Balancing
- Topic: Idea: reduce pollution emitted by machines on floor tiles
- Replies: 22
- Views: 9014
Re: Idea: reduce pollution emitted by machines on floor tiles
If realism is the issue, concrete does actually absorb a substantial amount of co2: https://www.google.com/search?q=concrete+absorb+co2boskid wrote: Fri May 06, 2022 1:54 pm Terrain covered with concrete does not consume pollution, why should placement of machines on concrete make them pollute less? They should pollute more!
- Sun Apr 16, 2023 2:51 pm
- Forum: Ideas and Suggestions
- Topic: Add support for Lua-debugging in IntelliJ-products.
- Replies: 6
- Views: 1939
Re: Add support for Lua-debugging in IntelliJ-products.
I actually got it working after manually downloading some files and updating the plugin. Key was a adding a fixPath-function. The function in the picture is only almost correct. Hyphens are special in Lua apparently. They need to be prefixed with an escape-character: "%".
- Sun Apr 16, 2023 12:15 pm
- Forum: Ideas and Suggestions
- Topic: Add support for Lua-debugging in IntelliJ-products.
- Replies: 6
- Views: 1939
Re: Add support for Lua-debugging in IntelliJ-products.
Turns out dll-injection is actually supposed to work. I've posted an issue
Path-mapping must be handled, and it would be very helpful to break conditionally, so my suggestion still stands
Perhaps this plugin could be helpful? Seems pretty well maintained too.
Path-mapping must be handled, and it would be very helpful to break conditionally, so my suggestion still stands
Perhaps this plugin could be helpful? Seems pretty well maintained too.
- Fri Apr 14, 2023 9:48 am
- Forum: Ideas and Suggestions
- Topic: Add support for Lua-debugging in IntelliJ-products.
- Replies: 6
- Views: 1939
Re: Add support for Lua-debugging in IntelliJ-products.
I would really like to use a jetbrains IDE to work on my mods, but I feel as long as Jetbrains puts off LSP support it's a pipe dream.
Seems like there exists a plugin . Never tried it myself, but it does seem interesting.
There is also Fleet which I also haven't tried. Docs says it supports ...
- Thu Apr 13, 2023 10:37 am
- Forum: Ideas and Suggestions
- Topic: Add support for Lua-debugging in IntelliJ-products.
- Replies: 6
- Views: 1939
Add support for Lua-debugging in IntelliJ-products.
TL;DR
Add support for EmmyLuaDebugger .
What ?
Allow instrument-mod to load the necessary c-library and make it available for use. It can be injected into the process dynamically, but I still wasn't able to actually make use of it. Sandbox is pretty tight :) As far as I can tell emmy_core is ...
Add support for EmmyLuaDebugger .
What ?
Allow instrument-mod to load the necessary c-library and make it available for use. It can be injected into the process dynamically, but I still wasn't able to actually make use of it. Sandbox is pretty tight :) As far as I can tell emmy_core is ...
- Sun Apr 02, 2023 1:42 pm
- Forum: Ideas and Suggestions
- Topic: logistic request fulfillment indicator
- Replies: 0
- Views: 561
logistic request fulfillment indicator
TL;DR
Make the yellow background for logistic request a progress-indicator.
What?
When there are enough items for an unfulfilled request, the background turns yellow. I want to the yellow background to behave like
the progress-indicator for crafting.
https://i.imgur.com/Q4BIOZas.png
Why ...
Make the yellow background for logistic request a progress-indicator.
What?
When there are enough items for an unfulfilled request, the background turns yellow. I want to the yellow background to behave like
the progress-indicator for crafting.
https://i.imgur.com/Q4BIOZas.png
Why ...
- Tue Mar 28, 2023 5:40 pm
- Forum: Ideas and Suggestions
- Topic: Seasons in Factorio
- Replies: 6
- Views: 2201
Re: Seasons in Factorio
Some weather along with the seasons would be nice too. I long for some rain on my factory.
- Thu Dec 23, 2021 5:47 pm
- Forum: Outdated/Not implemented
- Topic: Auto-trash items that are automatically picked up from belts.
- Replies: 12
- Views: 5454
Re: Auto-trash items that are automatically picked up from belts.
Arright! Merry Christmas!So I’ll move this to not implemented.
- Wed Dec 22, 2021 10:47 pm
- Forum: Outdated/Not implemented
- Topic: Auto-trash items that are automatically picked up from belts.
- Replies: 12
- Views: 5454
Re: Auto-trash items that are automatically picked up from belts.
Here's the link regarding bots: https://www.reddit.com/r/factorio/comments/6e6tkw/comment/di8alai/?utm_source=share&utm_medium=web2x&context=3
Because auto-trash does it in the “right way”: it extends an already existing mechanism. Your idea adds a parallel way to fill the trash. Which doesn’t ...
Because auto-trash does it in the “right way”: it extends an already existing mechanism. Your idea adds a parallel way to fill the trash. Which doesn’t ...
- Wed Dec 22, 2021 2:20 am
- Forum: Outdated/Not implemented
- Topic: Auto-trash items that are automatically picked up from belts.
- Replies: 12
- Views: 5454
Re: Auto-trash items that are automatically picked up from belts.
First of all, let me thank you for your thorough answers. I really appreciate that you took the time to evaluate my suggestions and post thoughtful replies. I'm sure the list of suggestions aren't short and this is awesome :)
If you turn off your personal roboport and use the pure power of ...
If you turn off your personal roboport and use the pure power of ...