Search found 201 matches
- Mon Feb 15, 2021 9:46 am
- Forum: Ideas and Requests For Mods
- Topic: Weapon dispersion and inaccuracy
- Replies: 3
- Views: 1616
Re: Weapon dispersion and inaccuracy
Weapons, especially the Artillery has pinpoint accuracy. I was wondering if there is any way to inject dispersion into projectile weapons? Yeah, there are direction_deviation and range_deviation properties, they are used for vanilla shotgun and tank shells. Should work for artillery too, vanilla ar...
- Fri Feb 12, 2021 6:32 am
- Forum: Technical Help
- Topic: time usage debug, Flip[on]
- Replies: 2
- Views: 1084
Re: time usage debug, Flip[on]
AFAIK, flip is mostly waiting for monitor VSync. You can turn off VSync and get a little more FPS, but with screen tearing. --- edit --- I.e. if your frame time is 15ms, flip will wait for VSync about 1ms and everything is fine. But if your frame time is 17ms, you will miss nearest VSync and flip wi...
- Fri Feb 12, 2021 5:49 am
- Forum: Ideas and Suggestions
- Topic: Don't add undergrounds when click-dragging belts across structures marked for deconstruction
- Replies: 11
- Views: 2937
Re: Don't add undergrounds when click-dragging belts across structures marked for deconstruction
How? Those entities are just marked to deconstruction, you can't place belts there yet.
Ghost belts work, though. Try to
- Fri Feb 12, 2021 5:18 am
- Forum: Gameplay Help
- Topic: Why "No Path"?
- Replies: 7
- Views: 2792
Re: Why "No Path"?
Do you have another station with the same name? Looks like they see that station and want to go there, but there are no path.
- Thu Feb 11, 2021 5:38 pm
- Forum: Duplicates
- Topic: [kovarex] [1.1.21] Construction robots tutorial doesn't work
- Replies: 1
- Views: 852
[kovarex] [1.1.21] Construction robots tutorial doesn't work
Steps to reproduce:
1) Open tips and tricks window
2) Select "construction robots"
Expected result: construction bots build something
Actual result: nothing happens
--- edit ---
Storage chest tutorial doesn't work too.
1) Open tips and tricks window
2) Select "construction robots"
Expected result: construction bots build something
Actual result: nothing happens
--- edit ---
Storage chest tutorial doesn't work too.
- Fri Feb 05, 2021 3:25 pm
- Forum: Ideas and Requests For Mods
- Topic: request mod wear factorio1.1
- Replies: 2
- Views: 1421
Re: request mod wear factorio1.1
Angel's mods have replaceable filters and electrodes, for example.
- Fri Feb 05, 2021 1:17 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 179688
Re: Friday Facts #365 - Future plans
Honestly, let them work at comfortable speed, without pressure from that pre-orders.
- Fri Feb 05, 2021 8:54 am
- Forum: Ideas and Suggestions
- Topic: Take blocked slots into account when reporting chest usage
- Replies: 13
- Views: 3066
Re: Show chest limit in tooltip
+1 Just current/limit should be fine, imho. Original capacity is not very interesting for a limited chest and would just clutter interface. Examples: 10/20 - you have 10 stacks and container is limited to 20 21/20 - you have 21 stack and container is limited to 20 (one stack was added manually or ju...
- Fri Feb 05, 2021 8:26 am
- Forum: Ideas and Suggestions
- Topic: Unified Statistics Panel
- Replies: 11
- Views: 3840
Re: Unified Statistics Panel
As you can have multiple electrical grids, how would you determine which one you wanted the stats for? With a selector like in logistics window? It shows nearest network by default, but you can choose another. And current method with clicking on the pole should work too. -- edit -- I like the idea ...
- Thu Feb 04, 2021 8:26 pm
- Forum: Gameplay Help
- Topic: 1.1 Train Stop UI change, how to see connected trainstops now?
- Replies: 2
- Views: 1236
Re: 1.1 Train Stop UI change, how to see connected trainstops now?
Filter the "trains" tab by dump station name, probably?
-- Edit --
-- Edit --
- Wed Feb 03, 2021 5:17 pm
- Forum: Ideas and Requests For Mods
- Topic: MAP marker anywhere
- Replies: 4
- Views: 1670
Re: GUI back to right side; MAP marker anywhere;
what if instead of mod i edit game file for private use only? could that work Well, yeah, if you have some experience with debugging and disassembling it would work... But in that case you wouldn't ask, probably. And, please, turn off crash log uploading if you go that way. Don't spam devs with cra...
- Wed Feb 03, 2021 1:14 pm
- Forum: Modding interface requests
- Topic: Allow other wires to behave like copper-cable
- Replies: 4
- Views: 1480
- Wed Feb 03, 2021 12:16 pm
- Forum: Ideas and Suggestions
- Topic: Feature Request - RSS Data on Mod Portal
- Replies: 24
- Views: 7477
- Wed Feb 03, 2021 9:43 am
- Forum: Ideas and Suggestions
- Topic: Upgrade planner to Replace planner (ctrl+H)
- Replies: 13
- Views: 2905
Re: Upgrade planner to Replace planner (ctrl+H)
I dunno, most mods already do it properly. It's a very important property, manual fast-replace doesn't work without it too and upgrading to next tier becomes a hell.pichutarius wrote: βWed Feb 03, 2021 9:35 aminstead of expecting every mod-author do it properly, replace planner sounds like a more elegant solution
- Wed Feb 03, 2021 7:00 am
- Forum: Ideas and Suggestions
- Topic: Upgrade planner to Replace planner (ctrl+H)
- Replies: 13
- Views: 2905
Re: Upgrade planner to Replace planner (ctrl+H)
Well, they already in the same fast-replace group, just hidden. Check "unhide items" in the creative mod settings and you will be able to use them in upgrade planner.pichutarius wrote: βTue Feb 02, 2021 12:01 amuseful in other mods, especially creative mod. eg: void requester chest <-> normal requester chest
- Wed Feb 03, 2021 6:29 am
- Forum: Ideas and Suggestions
- Topic: Upgrade planner to Replace planner (ctrl+H)
- Replies: 13
- Views: 2905
Re: Upgrade planner to Replace planner (ctrl+H)
Why? I can't think about any situation where it would be useful to replace entity to a totally unrelated entity.... Upgrade planner already allows to replace anything belonging to the same fast-replace group. If the mod doesn't set proper group for a void requester chest, it's a problem on the mod s...
- Wed Feb 03, 2021 5:25 am
- Forum: Questions, reviews and ratings
- Topic: Mod that exposes time to consume a science pack to the circuit network
- Replies: 4
- Views: 1524
Re: Mod that exposes time to consume a science pack to the circuit network
You can detect it in-game in vanilla, just measure interval between swings of the input inserter on one of the labs.
- Tue Feb 02, 2021 11:36 am
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 26045
- Tue Feb 02, 2021 6:16 am
- Forum: Balancing
- Topic: Nerf the Portable Fusion Reactor?
- Replies: 82
- Views: 26045
Re: Nerf the Portable Fusion Reactor?
Nuclear fuel would be closer to a half an hour, which is a significant inventory commitment and/or endurance limit, but it's pure busy-work, it doesn't add any interesting complexity to the game systems. It can be fun if generator is significantly more powerful than PFR, so you can trade some inven...
- Mon Feb 01, 2021 8:56 pm
- Forum: General discussion
- Topic: Poll for strategies to power your equipment grid
- Replies: 24
- Views: 8284