Search found 201 matches

by bormand
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

[kovarex] [1.1.13] "Transport belt is in the way" floats when mouse leaves first tile on ghost drag reversion

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
by bormand
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
by bormand
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Forum: Outdated/Not implemented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...
by bormand
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...
by bormand
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.

yagaodirac wrote:
Tue Jan 19, 2021 3:56 am
We care performance more than the appearance of tiles.
Press F4, check show-raw-tile-transitions. Hope it helps.
by bormand
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

AmericanPatriot wrote:
Mon Jan 18, 2021 6:57 pm
This person has not been active since 2017
He won the game, after all.
by bormand
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.
by bormand
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...
by bormand
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?
by bormand
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...
by bormand
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...
by bormand
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 ...
by bormand
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.
by bormand
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...
by bormand
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...
by bormand
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.
by bormand
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...
by bormand
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...
by bormand
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.
by bormand
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 ...

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