Search found 66 matches

by Soul-Burn
Sat Jan 06, 2024 11:40 am
Forum: Modding interface requests
Topic: Ability to put mod buttons in the top right button bar
Replies: 0
Views: 529

Ability to put mod buttons in the top right button bar

What?

Let mods add custom buttons on the top right button bar to open their interfaces.

Why?

In vanilla, the top right bar is used for various interfaces - trains, achievements, production, etc.
In vanilla, the toolbar is for tools - special items and toggles.
Currently, mod interfaces are ...
by Soul-Burn
Sun Dec 17, 2023 9:36 pm
Forum: Outdated/Not implemented
Topic: Diminishing returns on parallel research
Replies: 12
Views: 4651

Re: Diminishing returns on parallel research

2.0 will alleviate the issue of researching too fast with the introduction of trigger technologies. You would have to produce or mine a certain item to unlock a branch of the tech tree, which means you can't research things before you can use them.

In general Factorio is a game about linear power ...
by Soul-Burn
Thu Dec 14, 2023 8:26 pm
Forum: Modding interface requests
Topic: [0.16.x] Choose-element-button middle mouse click event
Replies: 8
Views: 3083

Re: [0.16.x] Choose-element-button middle mouse click event

Another request for this feature.

In the mod FilterHelper, we do interactions of all 3 mouse buttons, using sprite-button.
I want to add support for Q on the buttons when using Cursor Enhancements (or 2.0's Q on anything feature), and found that the way to do it is with a locked choose-elem-button ...
by Soul-Burn
Sat Dec 02, 2023 8:53 pm
Forum: Ideas and Suggestions
Topic: Rail Signal to restrict certain train combinations
Replies: 7
Views: 2367

Re: Rail Signal to restrict certain train combinations

The game Sweet Transit (made by a former Factorio dev!) has this feature.
It lets you put requirements on signals according to various attributes - train length, train speed, certain routes, and more.
by Soul-Burn
Sun Nov 26, 2023 9:27 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.
Replies: 14
Views: 8115

Re: [0.12.*] [Pending] Bug or Realism? The Flash in Factorio.

Walls can be passed with a walking speed bonus somewhere between 546% and 564%.
Considering quality armor with quality exoskeletons, this might happen now in a vanilla 2.0 game, depending on what bonuses exoskeletons get from quality, with a large enough equipment grid from a quality armor.
by Soul-Burn
Thu Nov 23, 2023 7:54 am
Forum: Documentation Improvement Requests
Topic: TilePrototype - undocumented features
Replies: 0
Views: 684

TilePrototype - undocumented features

Sorted by priority of unclearness:


layer_group/draw_in_water_layer - It's not clear the similarities/differences between layer_group and layer
effect_is_opaque - when false and effect_color has a<1 this doesn't seem to affect tiles which are above water
trigger_effect - What trigger is this ...
by Soul-Burn
Tue Nov 21, 2023 8:29 pm
Forum: Resolved Requests
Topic: EquipmentPrototype states energy_source as ElectricEnergySource but it can be different - No, just confusing
Replies: 3
Views: 1153

EquipmentPrototype states energy_source as ElectricEnergySource but it can be different - No, just confusing

The EquipmentPrototype page shows energy_source specifically as ElectricEnergySource rather than a generic EnergySource.

Some mods, e.g. Jetpack successfully use a battery equipment with an energy_source of type = "void".

There are many other places where energy_source is set to specific sources ...
by Soul-Burn
Fri Nov 17, 2023 9:59 pm
Forum: Pending
Topic: [1.1.94] Visual inconsistency when layering icons on equipment
Replies: 1
Views: 776

[1.1.94] Visual inconsistency when layering icons on equipment

In my mod, I add overlays to various icons, including personal equipment.
The icons look OK when viewed on the armor equipment grid, but are completely off when hovering over the armor, which also shows the equipment grid.

Untitled.png

This is the code I have used to layer the icon:


if ...
by Soul-Burn
Mon Nov 13, 2023 8:53 pm
Forum: Ideas and Suggestions
Topic: Inserters should support the "Anything" signal for stack size
Replies: 11
Views: 2380

Re: Inserters should support the "Anything" signal for stack size

It doesn't matter how it is implemented, the only thing important is that it chooses one of the signals, in some way that doesn't really matter to me. My use case is sending just one signal anyway.

That said, it indeed would be nice if that signal was the same signal chosen as filter. Again, won't ...
by Soul-Burn
Mon Nov 13, 2023 5:54 pm
Forum: Ideas and Suggestions
Topic: Inserters should support the "Anything" signal for stack size
Replies: 11
Views: 2380

Re: Inserters should support the "Anything" signal for stack size

Arbitrary means it's not something specific i.e. it's not max, min, or anything useful for users. Yes it's an internal index, that's OK.

I've been wrong about the "Everything" one, the "sum" part is because it's a combinator so it's added in the output, irrelevant for our case.

About which signal ...
by Soul-Burn
Sun Nov 12, 2023 6:42 am
Forum: Ideas and Suggestions
Topic: Inserters should support the "Anything" signal for stack size
Replies: 11
Views: 2380

Re: Inserters should support the "Anything" signal for stack size

It means any arbitrary one. Just like the "Anything" output on a decider chooses an arbitrary signal.

You could even have an "Everything" to sum up to the signals, the same as how the condition works.
by Soul-Burn
Sat Nov 11, 2023 1:56 pm
Forum: Ideas and Suggestions
Topic: Inserters should support the "Anything" signal for stack size
Replies: 11
Views: 2380

Inserters should support the "Anything" signal for stack size

TL;DR
Do not limit inserters to just use specific signals, and instead allow "some" signal to be used as stack size


What ?
Inserter stack size is currently limited to a specific input signal for their stack size. This omission is inconsistent with their circuit condition.
They should be able ...
by Soul-Burn
Wed Nov 01, 2023 7:31 pm
Forum: Ideas and Suggestions
Topic: Shortcut bar should work like the quickbar, with middle-click support
Replies: 1
Views: 804

Shortcut bar should work like the quickbar, with middle-click support

TL;DR
Shortcut bar should be consistent with the quickbar, allowing easy customization of positions and contents


What ?
Currently, the shortcut bar is quite obtuse, relying on a tiny "three dots" button to customize. Reordering shortcuts is not where the icons actually are, and they move ...
by Soul-Burn
Mon Feb 27, 2023 4:45 pm
Forum: Ideas and Suggestions
Topic: New player experience: "New tips" experience
Replies: 1
Views: 1051

New player experience: "New tips" experience

TL;DR
The new tips are ignored by many new users for the wrong reasons such as missing the "mark as read" button or don't know how to reopen old tips.


What?
Many new users underutilize the "New Tips" on the bottom left.

The game should indicate better to the player to click the "Mark as read ...
by Soul-Burn
Thu Feb 03, 2022 3:24 pm
Forum: Duplicates
Topic: [1.1.53] "Select new blueprint contents for blueprint" overwrites the blueprint even when not saved
Replies: 2
Views: 1374

[1.1.53] "Select new blueprint contents for blueprint" overwrites the blueprint even when not saved

"Select new blueprint contents for blueprint" and "Upgrade items and entities in the blueprint" automatically save the blueprint, even though escape/cancel is pressed, without clicking "Save blueprint" or clicking "E". This is confusing compared to right-clicking entities, changing name, icons or ...
by Soul-Burn
Mon Nov 15, 2021 5:38 pm
Forum: Implemented Suggestions
Topic: mark-for-upgrading when blueprinting over fast-replaceable entities
Replies: 39
Views: 16832

Re: mark-for-upgrading when blueprinting over fast-replaceable entities



Agree, or mark for deconstruct or upgrade, i assume?


Absolutely : place the ghosts that can be placd as is, fast-replace/upgrade what can be, and finally mark for deconstruction and setup a ghost for the rest.


Manually shift-placing things allows for fast-replacements, upgrades ...
by Soul-Burn
Sun Nov 14, 2021 11:33 pm
Forum: Implemented Suggestions
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 64285

Re: Hotkey to replace existing structures with blueprint

What I want is a blueprint mode that places blueprint ghosts as if I went manually and placed all those ghosts one-by-one.

Currently, ghost mode (shift-click) is a very powerful tool, allowing for upgrades, downgrades, changing direction, replacing belts with undergrounds or splitters, replacing ...
by Soul-Burn
Tue Aug 03, 2021 6:37 am
Forum: Ideas and Suggestions
Topic: Oil refinery should only show the pipes used in the chosen recipe
Replies: 8
Views: 3751

Re: Oil refinery should only show the pipes used in the chosen recipe


'Alt' mode already does this. IMO, we should instead be encouraging new players to enable 'Alt' mode.


I've seen several people, with ALT mode on, and still connect the pipes incorrectly.


I think it is more useful to show all the pipes, so new players can see where there are inlets to avoid ...
by Soul-Burn
Sun Aug 01, 2021 4:01 pm
Forum: Ideas and Suggestions
Topic: Oil refinery should only show the pipes used in the chosen recipe
Replies: 8
Views: 3751

Oil refinery should only show the pipes used in the chosen recipe

TL;DR
To reduce confusion for new players, the oil refinery should only show input and output pipes that are used for the specific recipe.

What and why?
Many new players that see the oil refinery for the first time get confused by the amount of pipes that go in and out of the refinery.
A common ...

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