Very minor issue:
1) Draw horizontal belt to the right
2) Ghost-drag-reverse it
Actual: "transport belt is in the way" floats when mouse leaves first tile
Expected: no messages
Search found 201 matches
- Fri Jan 22, 2021 3:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.13] "Transport belt is in the way" floats when mouse leaves first tile on ghost drag reversion
- Replies: 1
- Views: 1750
- Fri Jan 22, 2021 2:43 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.13] Ghost reversion orders prevent manual reversion
- Replies: 1
- Views: 1795
[kovarex] [1.1.13] Ghost reversion orders prevent manual reversion
Thank you! Smart belt dragging looks really polished now! But I found a minor issue: 1) Draw horizontal belt to the right 2) Ghost-drag-reverse it 3) Try to reverse it manually Actual: only first tile is changed on step 3 Expected: other tiles are changed too Screenshot from 2021-01-22 21-42-52.png
- Fri Jan 22, 2021 9:25 am
- Forum: Outdated/Not implemented
- Topic: Interactive pause
- Replies: 3
- Views: 1795
Re: Interactive pause
So, what i want is to allow interaction with everything, just like normal except that time is stopped and you and anything else cannot move, but able to queue production, place stuff on ground, interact with containers, give orders, etc. Turret Creep 2.0: quickly place some turrets, engage active p...
- Thu Jan 21, 2021 10:20 am
- Forum: Ideas and Suggestions
- Topic: Add a flush/purge option for roboports to be vacated
- Replies: 10
- Views: 2193
Re: Add a flush/purge option for roboports to be vacated
It'd be nice to have, basically, a roboport version of an active provider chest. Why do you want to overstuff your network with bots? If they don't want to fly away, there are no job for them. And if all of them are accidentally parked into this port, you definitely have a serious problem with char...
- Tue Jan 19, 2021 11:14 am
- Forum: Ideas and Suggestions
- Topic: Performance friendly tile prototypes.
- Replies: 3
- Views: 778
Re: Performance friendly tile prototypes.
Press F4, check show-raw-tile-transitions. Hope it helps.
- Mon Jan 18, 2021 7:19 pm
- Forum: Medium/Big/Gigantic Sized Structures
- Topic: GreyGoo Mk I: A self-expanding factory
- Replies: 159
- Views: 151676
Re: GreyGoo Mk I: A self-expanding factory
He won the game, after all.
- Mon Jan 18, 2021 4:13 pm
- Forum: Technical Help
- Topic: Why Factorio loading takes so long?...
- Replies: 12
- Views: 7386
Re: Why Factorio loading takes so long?...
You may try to run defragmentation.
- Mon Jan 18, 2021 3:52 pm
- Forum: Gameplay Help
- Topic: Train station with same name question
- Replies: 6
- Views: 1960
Re: Train station with same name question
It chooses nearest one with accounting for penalties from signals, another trains etc. https://wiki.factorio.com/Railway/Train_path_finding But you have a bit of control. I.e. you can set train limit for a station (well, in 1.1+ only). Or you can use circuit-controlled chain signals to increase pena...
- Mon Jan 18, 2021 3:15 pm
- Forum: Ideas and Suggestions
- Topic: Personal logistics & auto-trash request panel optimization
- Replies: 2
- Views: 675
Re: Personal logistics & auto-trash request panel optimization
Could you explain your idea with more words, please?
Left click sets request threshold, right click sets trash threshold? Why it would be better than moving those sliders?
Left click sets request threshold, right click sets trash threshold? Why it would be better than moving those sliders?
- Mon Jan 18, 2021 2:35 pm
- Forum: Technical Help
- Topic: Why Factorio loading takes so long?...
- Replies: 12
- Views: 7386
Re: Why Factorio loading takes so long?...
Which drive type do you have? HDD or SSD? Factorio has a lot of small files to load (I dunno why they aren't zipped like mods). If you have HDD, this may explain why load time became better after reinstallation. Files became less scattered. But it's just a guess. It's hard to find a real reason with...
- Sun Jan 17, 2021 8:54 pm
- Forum: Balancing
- Topic: Make spitters take out more landmines before suiciding
- Replies: 14
- Views: 4341
Re: Make spitters take out more landmines before suiciding
on_land_mine_armed event Maybe. We can check whether biters are nearby in that handler and recreate the mine to start arming sequence again. Or, if it doesn't work or looks bad, just make a prototype with infinite timeout, do the check in usual timer handler. And set timeout of the mine to 0 to arm...
- Sun Jan 17, 2021 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Add a flush/purge option for roboports to be vacated
- Replies: 10
- Views: 2193
Re: Add a flush/purge option for roboports to be vacated
If the port is full no new bots can be added. If the port is full, the bots are idle. It the bots are idle, there are no reason to inject more. You can buffer some in the chest, if you want. The real problem is that roboport may be full of contruction bots, but you need more logistic bots. Or vice ...
- Sun Jan 17, 2021 12:25 pm
- Forum: Pending
- Topic: [kovarex] [1.1.12] Crash trying to merge two belts (UndergroundBelt::findConnectionCandidateOrBlocker)
- Replies: 4
- Views: 1345
Re: [1.1.12] Crash trying merge two belts (UndergroundBelt::findConnectionCandidateOrBlocker)
Could you remember an order in which you built belts?
I built this setup (edit: in vanilla, not your save) without any problems (build an output lane, connect north, connect south). Underground appears only if I move mouse too far, onto another side of the belt.
I built this setup (edit: in vanilla, not your save) without any problems (build an output lane, connect north, connect south). Underground appears only if I move mouse too far, onto another side of the belt.
- Sun Jan 17, 2021 11:49 am
- Forum: Balancing
- Topic: Make spitters take out more landmines before suiciding
- Replies: 14
- Views: 4341
Re: Make spitters take out more landmines before suiciding
The proposal with the greater timeout is good and should be easily mod-able, i guess Extremely easy, it's just a "timeout" parameter of LandMine prototype. Forbidding the arming is also nice idea, however not mod-able, is it? It's moddable, you can reimplement arming timer and check for e...
- Sun Jan 17, 2021 11:32 am
- Forum: Ideas and Suggestions
- Topic: Show "moving" hint under cursor when moving blueprint to prevent a loss
- Replies: 2
- Views: 629
Re: Show "moving" hint under cursor when moving blueprint to prevent a loss
i either create a shortcut of the bp(or book) on the quickbar or i use the bp directly from library. Yeah, I do the same. moving it to inventory is not obvious Sometimes it's almost accidental. You just work with a BP, open inventory, pick another item and voila. With hint you will have another cha...
- Sun Jan 17, 2021 11:06 am
- Forum: Ideas and Suggestions
- Topic: VR blueprints, modular vehicles and other
- Replies: 6
- Views: 1901
Re: VR blueprints, modular vehicles and other
There was a mod very similar to your VR idea: https://mods.factorio.com/mod/Edit-Blueprints
Maybe someone will revive it.
Maybe someone will revive it.
- Sun Jan 17, 2021 10:44 am
- Forum: Ideas and Suggestions
- Topic: Show "moving" hint under cursor when moving blueprint to prevent a loss
- Replies: 2
- Views: 629
Show "moving" hint under cursor when moving blueprint to prevent a loss
The problem People lose blueprints sometimes. Some of them were familiar with older versions where blueprints were actually copied. Some of them just don't understand mechanics yet. So they move blueprints somewhere and then die/quit/whatever. Every of them blames moving and suggests to change defa...
- Sun Jan 17, 2021 10:07 am
- Forum: Balancing
- Topic: Make spitters take out more landmines before suiciding
- Replies: 14
- Views: 4341
Re: Make spitters take out more landmines before suiciding
amount of landmines they take out before suiciding There are no such amount, as far as I understand. They simply see that you planting the mine and try to destroy it. They don't see mines that are already burrowed into the ground. Now, what we can do to make mines less offensive? We can increase th...
- Sun Jan 17, 2021 8:32 am
- Forum: Outdated/Not implemented
- Topic: Make concrete a required tech for artillery
- Replies: 3
- Views: 1034
Re: Make concrete a required tech for artillery
Well, you can build and use Artillery Wagon, so concrete is a soft requirement, not a hard one.
- Sun Jan 17, 2021 7:05 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Ghost reversion cannot be cancelled by dragging
- Replies: 1
- Views: 1430
[kovarex] [1.1.12] Ghost reversion cannot be cancelled by dragging
1) Draw straight horizontal belt 2) Ghost-reverse it by dragging 3) Try to ghost-reverse it back by dragging Actual: request is cancelled only for the first tile where LMB was pressed Expected: request is cancelled for all tiles that were dragged over Additional minor issue: "transport belt is ...