Search found 1359 matches

by sparr
Wed Nov 01, 2023 2:53 pm
Forum: Not a bug
Topic: [1.0.0] more trains fit between signals than the preview shows on c
Replies: 17
Views: 4404

Re: [1.0.0] more trains fit between signals than the preview shows on c

With 2.0 introducing new rail functionality, a lot of us intense rail optimizers are going to be taking a fresh crack at a whole new assortment of layouts. Having to manually check whether trains fit in blocks (instead of relying on the visualization) is going to jump back to the top of my tediousne...
by sparr
Wed Nov 01, 2023 2:41 pm
Forum: Ideas and Suggestions
Topic: Draw rail blocks and power/circuit wires on top of debug tile grid
Replies: 4
Views: 1039

Re: Draw rail blocks and power/circuit wires on top of debug tile grid

With FFFs announcing new information coming to the rail block indicators, this feels like a good time to refresh this request. The indicators disappearing under grid lines makes them less useful overall.
by sparr
Wed Nov 01, 2023 2:18 pm
Forum: Ideas and Suggestions
Topic: Blueprint settings limiting rotation/flipping
Replies: 1
Views: 789

Re: Blueprint settings limiting rotation/flipping

Another use case for this request is my new mod https://mods.factorio.com/mod/fake-new-rails. It fakes 8-way rotatable entities with two 4-way rotatable entities, then provides a blueprint book containing 8 blueprints, each with one of the two entities in a different orientation, so that scrolling t...
by sparr
Tue Oct 31, 2023 6:50 pm
Forum: Won't fix.
Topic: [1.1.94] Entity build_grid_size produces unexpected results for bigger entities
Replies: 2
Views: 723

[1.1.94] Entity build_grid_size produces unexpected results for bigger entities

Entities with a build_grid_size of 2 and a width (based on the collision and selection boxes) of 2, 4, 8, 12, 16, ... follow the normal 2x2 rail grid. Otherwise identical entities with a width of 6, 10, 14, ... are placed on a grid that is offset by one tile if you consider their bounding boxes. If ...
by sparr
Tue Oct 31, 2023 6:35 pm
Forum: Bug Reports
Topic: [1.1.94] Restart after mod load failure ignores --load-game
Replies: 0
Views: 347

[1.1.94] Restart after mod load failure ignores --load-game

If I do `factorio --load-game foo` to load the save named foo, but a mod fails to load so I'm prompted and I choose to Restart (having disabled or fixed the mod), the game relaunches to the main menu rather than into the save I specified. That option should persist in a restart.
by sparr
Thu Oct 26, 2023 1:20 pm
Forum: Modding interface requests
Topic: Offset for EntityPrototype.build_grid_size
Replies: 0
Views: 270

Offset for EntityPrototype.build_grid_size

I would like to be able to specify a build_grid_size of 2 with an offset. Valid offsets might be {1,0}, {0,1}, or {1,1}, shifting the grid one tile in the X and/or Y directions.
by sparr
Mon Oct 23, 2023 6:12 pm
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 302
Views: 185746

Re: 3 and 4 way intersections

I know this is shouting into the void, but I'm already subscribed so I'll keep getting the reply notifications either way...

It would be considerate to use new threads in the appropriate subforums to ask general train questions, rather than using this single thread for every train related topic.
by sparr
Mon Sep 18, 2023 10:08 pm
Forum: Ideas and Suggestions
Topic: ctrl+ok keeps window open for filter selection
Replies: 0
Views: 276

ctrl+ok keeps window open for filter selection

TL;DR When adding filters to a combinator, logistics requests, etc, hold CTRL while clicking OK and the dialog will stay open to select another after adding the current selection. What ? Various interfaces allow you to select multiple items or signals, such as the constant combinator, logistics req...
by sparr
Sun Jul 02, 2023 2:09 pm
Forum: Technical Help
Topic: Built computer with highest CPU cache available and game still stutters
Replies: 17
Views: 4534

Re: Built computer with highest CPU cache available and game still stutters

I think the grid nature of your base, and especially the roundabout intersections, is exacerbating the problem significantly. You've built a pathological case for the pathfinder.
by sparr
Sat Jul 01, 2023 3:34 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)
Replies: 2
Views: 1493

Re: [1.1.86] Crash on fast-replacing electric loader with fluid loader with different modes (FluidSystem::update)

Can you give some entity definitions for the things in question? Or perhaps a proof of concept mod and save game that's one step away from the crash?
by sparr
Sat Jun 24, 2023 3:04 pm
Forum: Ideas and Suggestions
Topic: Search/filter on mod settings dialog changes tab unnecessarily
Replies: 1
Views: 542

Search/filter on mod settings dialog changes tab unnecessarily

0. Install a few mods 1. Open mod settings dialog 2. Change to the Player tab 3. Click the magnifying glass or press ctrl+f 4. Type "e" The Startup tab will be selected, even though there are matching settings on the Player tab. This behavior might make sense when there are not any more ma...
by sparr
Fri Jun 23, 2023 10:09 pm
Forum: Ideas and Suggestions
Topic: Blueprint settings limiting rotation/flipping
Replies: 1
Views: 789

Blueprint settings limiting rotation/flipping

TL;DR Add an option to blueprints so they will rotate 4 ways, 2 ways, or not at all. Ditto for flipping, similar to how some blueprints already cannot be flipped due to entities like train stops. What ? When editing a blueprint, near the grid options there would be one additional three-value option...
by sparr
Fri Jun 23, 2023 2:12 am
Forum: Ideas and Suggestions
Topic: [Linux] Comply with the XDG directory standard
Replies: 19
Views: 8671

Re: [Linux] Comply with the XDG directory standard

Following up to mention that the wiki docs at https://wiki.factorio.com/Application_directory are in pretty awful shape.
by sparr
Wed Mar 01, 2023 3:05 pm
Forum: Not a bug
Topic: [1.1.53] Off-center collision box allows rotation into colliding orientation
Replies: 2
Views: 1504

Re: [1.1.53] Off-center collision box allows rotation into colliding orientation

Can we get that expectation/constraint mentioned in the prototype docs?
by sparr
Sun Jan 22, 2023 6:45 am
Forum: Ideas and Suggestions
Topic: Automatically split rail blocks when rails are too close together to insert signals
Replies: 8
Views: 1705

Automatically split rail blocks when rails are too close together to insert signals

In a reddit thread about using a simple circuit to create priority merges, the topic shifted to dense rail layouts, particularly where crossing rails are too close together to insert a signal. Someone pointed out that the game Sweet Transit has a novel solution to this. Their rail network implementa...
by sparr
Mon Jan 02, 2023 9:32 am
Forum: Modding interface requests
Topic: Mining drill real output slot
Replies: 6
Views: 2000

Re: Mining drill real output slot

I've fixed the drill so it won't delete the last item it is trying to output if mined before it happens (for the next release). Other changes can also be done but that is the root issue that I'm seeing. That might help with robot256' use case, but it doesn't address mine. I need to detect the ore s...
by sparr
Wed Nov 30, 2022 3:02 pm
Forum: Ideas and Suggestions
Topic: Fast entity transfer/split also works for items linked on toolbar
Replies: 7
Views: 1973

Re: Fast entity transfer/split also works for items linked on toolbar

I have wanted this behavior in the past.

I also want "Q" when hovering the hotbar to put the item on the cursor.
by sparr
Wed Nov 30, 2022 3:01 pm
Forum: Gameplay Help
Topic: Occasionally not detecting full fluid wagon
Replies: 10
Views: 2013

Re: Occasionally not detecting full fluid wagon

If there's any fluid at all in the storage tank, which the alt mode icon suggests there is, then the pump should be able to put the last unit(s) of fluid into the fluid wagon. If you have a save showing this situation, I recommend posting it as a bug report.
by sparr
Tue Oct 18, 2022 4:19 am
Forum: Railway Setups
Topic: 3 and 4 way intersections
Replies: 302
Views: 185746

Re: 3 and 4 way intersections

4lane BufferedSuperCompact

For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.

Go to advanced search