Search found 201 matches

by bormand
Thu Jan 14, 2021 10:56 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.9] Drag placing belts does not tunnel obstacle with one tile gap correctly
Replies: 1
Views: 2256

[kovarex] [1.1.9] Drag placing belts does not tunnel obstacle with one tile gap correctly

Drag placing is a really cool feature! But it needs some polishing. 1) Rotate-while-drag doesn't have any visual cues for current direction. 2) It builds unfunctional mess in some situations. I.e. place two pipes with one tile between them and try to build a belt over them. Belt correctly jumps unde...
by bormand
Wed Nov 25, 2020 6:38 am
Forum: General discussion
Topic: your thoughts on menu simulation
Replies: 64
Views: 19820

Re: your thoughts on menu simulation

I love those dynamic wallpapers! But I see some problems with them: 1. As other people mention, scenes are too combat-oriented. Hope to see more scenes with peaceful machinery. 2. Switching between scenes is very abrupt. Light cross-fade or fade-out effect wouldn't harm. 3. Scenes that highlight wor...
by bormand
Thu Nov 05, 2020 5:37 am
Forum: Gameplay Help
Topic: Biters dont hurt me
Replies: 2
Views: 899

Re: Biters dont hurt me

Small biters are pretty weak. If you wear heavy armor, their damage is almost zero.
by bormand
Wed Oct 14, 2020 8:54 pm
Forum: Not a bug
Topic: [0.18.42] Modded sliders don't step correctly when their range is equal to 1
Replies: 10
Views: 2981

Re: [0.18.42] Modded sliders don't step correctly when their range is equal to 1

can't be fixed The problem is that some mods may depend on old behaviour and expect "small number sliders work by default". I guess that best fix would be to distinguish between "valueStep is not set" (for mods that expect 0..1 sliders work with 0.05 step) and "valueStep is...
by bormand
Sat Aug 22, 2020 10:36 am
Forum: Technical Help
Topic: [1.0.0] Can't initialize audio [Linux]
Replies: 8
Views: 3052

Re: [1.0.0] Can't initialize audio

Ubuntu 18.04 I had no problems on 18.04 and 20.04. Neither on older versions four years ago. Factorio happily connects to the PA server. And if I kill PA, it falls back to ALSA aka /dev/snd/*. Do you remember what you did with your sound system? I.e. changed permissions or settings, installed or re...
by bormand
Wed Aug 12, 2020 1:46 pm
Forum: Duplicates
Topic: [0.17.79] "Golem" Achievement conditon not working
Replies: 5
Views: 1050

Re: [0.17.79] "Golem" Achievement conditon not working

MK2 armor has 40% physical resist.
by bormand
Sat Aug 08, 2020 3:55 pm
Forum: Duplicates
Topic: [0.17.79] "Golem" Achievement conditon not working
Replies: 5
Views: 1050

Re: [0.17.79] "Golem" Achievement conditon not working

Artillery does 500 physical + 500 explosion. So, probably, you survived physical damage and got achievement and then died from explosion.
by bormand
Fri Aug 07, 2020 6:09 am
Forum: Not a bug
Topic: [0.18.42] Modded sliders don't step correctly when their range is equal to 1
Replies: 10
Views: 2981

Re: [0.18.42] Modded sliders don't step correctly when their range is equal to 1

Looks like it's something with rounding: maximum_value = 2.0000001 works fine, but maximum_value = 2 does not.

P.S. 2.00000001 is a good workaround until this issue would be fixed.
by bormand
Wed Jul 22, 2020 4:18 pm
Forum: Ideas and Suggestions
Topic: Hex signal view, hex and mathematical input in constants
Replies: 27
Views: 5489

Re: Hex signal view, hex and mathematical input in constants

netmand wrote:
Wed Jul 22, 2020 2:32 pm
Is this not possible as a mod?
Sure. Modded combinator that can set and display values in any format is certainly possible, at least.
by bormand
Wed Jul 22, 2020 5:52 am
Forum: Ideas and Suggestions
Topic: Hex signal view, hex and mathematical input in constants
Replies: 27
Views: 5489

Re: Hex signal view, hex and mathematical input in constants

You need to think it all the time: 1, 2, 4, 8, then the next digit... You don't need to think about 1, 2, 4 and 8. Think in groups of 4 bits. You can look at the number 0xAB C DE67 and see that unloaders for wagons 19 and 18 are active and for 17 and 16 are not (C=1100). And wagons 15, 14 and 12 ar...
by bormand
Tue Jul 21, 2020 4:58 pm
Forum: Ideas and Suggestions
Topic: Hex signal view, hex and mathematical input in constants
Replies: 27
Views: 5489

Re: Hex signal view, hex and mathematical input in constants

Why in hex? Not very useful. Because hex is very compact and people with programming background usually can convert between bin and hex on fly. So, I vote for both 0xFF and 0b11111111. P.S. Bit 17 of 0xAB C D E76 is 11 0 0 and bit 15 is 1 101. Now try to find them in the 1010 1011 1100 1101 1110 01...
by bormand
Thu Jul 16, 2020 10:47 am
Forum: Mod portal Discussion
Topic: Can you add a favorite function on mods.factorio.com?
Replies: 7
Views: 2214

Re: Can you add a favorite function on mods.factorio.com?

I can't even see how to do it! Make a directory "my mod pack_0.0.1" in your factorio mods folder. Create an info.json file with content like this: { "name": "my mod pack", "version": "0.0.1", "factorio_version": "0.18", "tit...
by bormand
Thu Jul 16, 2020 6:21 am
Forum: Ideas and Suggestions
Topic: bulk handcrafting
Replies: 40
Views: 8885

Re: bulk handcrafting

mrvn wrote:
Wed Jul 15, 2020 1:38 pm
a border around each group
It would be hard to do for multiline recipes.

Maybe just draw a little border around items that you are queued manually? All intermediates are always to the left of it, so it's not hard to see which items would be cancelled.
by bormand
Thu Jul 16, 2020 5:57 am
Forum: Mod portal Discussion
Topic: Can you add a favorite function on mods.factorio.com?
Replies: 7
Views: 2214

Re: Can you add a favorite function on mods.factorio.com?

upload the current mod list to mods.factorio.com Well, you can make a meta-mod that contains dependencies on all mods you need. It was done for SeaBlock, there is even special tag for such mod packs. It's not as user friendly as a proper UI, though. But, maybe, we just need a tool (or a mod?) that ...
by bormand
Thu Jul 16, 2020 1:55 am
Forum: Duplicates
Topic: [kovarex][0.18.32] "Train ghosts must be built on rails" when it should work
Replies: 9
Views: 4625

Re: [0.18.32] "Train ghosts must be built on rails" when it should work

Try to make a blueprint that contains a train and some entities, but not rails. It starts to behave very weird. All entities are moved as you move the cursor. But train stays snapped to the rail. Looks like trains ghosts are visually snapped to the rails, but in reality they don't. And you can place...
by bormand
Fri Jul 10, 2020 5:49 am
Forum: Implemented Suggestions
Topic: [QoL][clipboard][BP] optionally include tiles when copying
Replies: 5
Views: 2420

Re: [QoL][clipboard][BP] optionally include tiles when copying

You can hold shift while selecting area to copy. Although it shows blueprint UI, resulting blueprint would be available for Ctrl-V and would not clutter your inventory if you dismiss it by Q.

Edit: it also works for trains and station names.
by bormand
Thu Jul 09, 2020 3:47 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 19
Views: 5929

Re: Disable artillery wagon auto-fire when train is in manual mode

I don't understand why you quoted this paragraph from the wiki. It's about manual targeting mode , not about manually driven train . Trains in manual mode are described in the "Train properties" section below: When part of a manual-mode (player-driven) train, artillery wagons will fire whe...
by bormand
Thu Jul 09, 2020 1:21 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 19
Views: 5929

Re: Disable artillery wagon auto-fire when train is in manual mode

Though with a designated artillery train, this behaviour might be desirable. You still can switch the train to the automatic mode and send it to the temporary station if you want automatic fire at arbitrary place. a toggle Yeah, toggle would be better. But it has it's own problems: This toggle shou...
by bormand
Thu Jul 09, 2020 12:24 pm
Forum: Ideas and Suggestions
Topic: Disable artillery wagon auto-fire when train is in manual mode
Replies: 19
Views: 5929

Disable artillery wagon auto-fire when train is in manual mode

The problem Imagine that you manually drive your train into the wilderness. That train has some artillery wagons. And if you stop, those wagons would shoot and attract all neighbours. Similar problem arises when you want to temporary park your artillery train at outpost but don't want it to shoot y...

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