Search found 108 matches

by danbopes
Fri Nov 15, 2024 12:56 am
Forum: Duplicates
Topic: [2.0.15] Disabled inserters holding item will still insert into train car
Replies: 13
Views: 1618

Re: [2.0.15] Disabled inserters holding item will still insert into train car


https://forums.factorio.com/viewtopic.php?f=11&t=49170

Not necessarily a bug. Inserters finish dropping what they are holding when disabled.

But seeing this use case I believe it is better to have them keep the item in hand if disabled.
This change will break some contraptions, but let me know ...
by danbopes
Fri Nov 15, 2024 12:46 am
Forum: This Forum
Topic: Filter Inserter Rank is outdated
Replies: 3
Views: 724

Filter Inserter Rank is outdated

Maybe a freshup of the forum ranks, for the space-age update?
by danbopes
Thu Nov 14, 2024 10:16 pm
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 37
Views: 6132

Re: Quality options for chests and trains



My biggest gripe is none of this is configurable. Mod creators can't edit the quality options at all. They're all hard-coded. I don't understand how at this point they don't realize that mod developers want access to this stuff.


Optimization and moddability are usually in opposition, and ...
by danbopes
Thu Nov 14, 2024 10:08 pm
Forum: Duplicates
Topic: decider does not process molten copper correctly (resolved)
Replies: 4
Views: 658

Re: decider does not process molten copper correctly

I think you got the recipe and not the actual fluid. Make sure you're using the molten signals on the fluid tab.

I encountered this issue too. Maybe a way to differentiate the icons better?
by danbopes
Thu Nov 14, 2024 10:06 pm
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 37
Views: 6132

Re: Quality options for chests and trains

wlkrd1 wrote: Thu Nov 14, 2024 6:10 pm They implemented this in 2.0.18
• [space-age] Container sizes increase with quality.
121457
Partially* implemented.
by danbopes
Thu Nov 14, 2024 10:05 pm
Forum: Ideas and Suggestions
Topic: Quality options for chests and trains
Replies: 37
Views: 6132

Re: Quality options for chests and trains

My biggest gripe is none of this is configurable. Mod creators can't edit the quality options at all. They're all hard-coded. I don't understand how at this point they don't realize that mod developers want access to this stuff.
by danbopes
Thu Nov 14, 2024 6:48 am
Forum: Modding interface requests
Topic: Add more ways for quality to affect items
Replies: 22
Views: 3959

Re: [2.0.14] Add more ways for quality to affect items

+1. I think mods should be able to customize qualities of existing items as well as custom buildables
by danbopes
Thu Nov 14, 2024 6:05 am
Forum: Ideas and Suggestions
Topic: Ice platform needs a shorter crafting time.
Replies: 5
Views: 2098

Re: Ice platform needs a shorter crafting time.

Have you played Sea Block!?
by danbopes
Thu Nov 14, 2024 5:35 am
Forum: Duplicates
Topic: [kovarex] [2.0.17] Changing quality should not reset planet import
Replies: 2
Views: 433

[kovarex] [2.0.17] Changing quality should not reset planet import

When on a space platform, and you're choosing a planet to import, changing the quality of an item should not reset the planet of import.

Steps to Reproduce:
On a space platform add a request
Choose Recycler
From the planet dropdown, change from Fulgora => Nauvis
Click Uncommon Quality Button ...
by danbopes
Wed Nov 13, 2024 9:29 am
Forum: Ideas and Suggestions
Topic: Add 'Asteroids Caught/Collected' Stat to Collector GUI
Replies: 1
Views: 246

Add 'Asteroids Caught/Collected' Stat to Collector GUI

TL;DR
Just like assemblers have a "Products Finished" stat, it would be useful to show the total count of asteroids each collector has caught in the GUI.

What?
Add a simple stat to the asteroid collector's GUI that shows the total number of asteroids caught, similar to the "Products Finished ...
by danbopes
Wed Nov 13, 2024 1:24 am
Forum: Balancing
Topic: Gleba early game should be made easier significantly
Replies: 46
Views: 12219

Re: Gleba early game should be made easier significantly

1. Early game enemies are shockingly easy to kill on gleba. Watching YamaKara in YouTube, he singlehandedly destroyed nests and enemies with 2 personal laser defenses.
2/3. Spoilage is the whole point of gleba. The tutorials try to give you a deep dive into what's to be expected, and if you make it ...
by danbopes
Mon Nov 11, 2024 5:09 pm
Forum: Won't implement
Topic: Move GUI interfaces from C++ to Lua
Replies: 11
Views: 1520

Re: Move GUI interfaces from C++ to Lua


I’m comfortable saying this will never happen.


I understand this was quite a broad request, but the implications if this could be implemented would be enormous. Coming from World of Warcraft, and trying to dive into Factorio lua, I just straight up threw my hands in the air and said F this to ...
by danbopes
Mon Nov 11, 2024 5:04 pm
Forum: Won't implement
Topic: Move GUI interfaces from C++ to Lua
Replies: 11
Views: 1520

Re: Move GUI interfaces from C++ to Lua



This leads modders to the "Nuclear Option": completely replacing a vanilla interface just to add something small, like a button.

That's why anchored frames exist.


Anchored frames are a kludgy workaround. The frame appears disjointed, and even if styled right, still has to appear outside the ...
by danbopes
Mon Nov 11, 2024 1:35 pm
Forum: Won't implement
Topic: Move GUI interfaces from C++ to Lua
Replies: 11
Views: 1520

Re: Move GUI interfaces from C++ to Lua


Uh, this is one of the broadest scope suggestion i have ever seen and i can already tell you noone is going to do this. Guis inherently have to not be part of game state as multiple things in gui are part of latency hiding and a lot of it needs to send input actions, generate tooltips based on ...
by danbopes
Mon Nov 11, 2024 12:13 pm
Forum: Won't implement
Topic: Move GUI interfaces from C++ to Lua
Replies: 11
Views: 1520

Move GUI interfaces from C++ to Lua

TL;DR
Request: Move all GUI elements from C++ to Lua to improve extensibility for modders.

What?
I’m requesting that Factorio’s GUI elements, currently implemented in C++, be fully migrated to Lua. This shift would allow mods to directly extend, modify, and integrate with the GUI elements ...
by danbopes
Sun Nov 10, 2024 5:27 pm
Forum: Ideas and Suggestions
Topic: [2.0.14] Don't reset the ctrl+F filter when ghost entity is built (replaced by real entity)
Replies: 3
Views: 519

Re: [2.0.14] Don't reset the ctrl+F filter when ghost entity is built (replaced by real entity)

Can't tell you how many times this has happened to me. Not just Ctrl+F, but inserter settings, use filters, any popup gets reset after the ghost gets built. Def frustrating.
by danbopes
Sun Nov 10, 2024 8:32 am
Forum: Ideas and Suggestions
Topic: [Space Age] Allow cargo landing pad to specify a minimum drop size
Replies: 13
Views: 4753

Re: [Space Age] Allow cargo landing pad to specify a minimum drop size

As kind of a workaround, I found that creating a simple timer, and pulsing the cargo landing pad with a calcite request once every minute helps reduce the # of times cargo pods are dropped down.


0eNq9VF1uszAQvMs ...
by danbopes
Sat Nov 09, 2024 10:30 am
Forum: Ideas and Suggestions
Topic: Assembling Machine circuit control should select the highest valid signal
Replies: 2
Views: 873

Re: Assembling Machine circuit control should select the highest valid signal

I came here seeking the same thing. Just because inserters do not work this way, doesn't mean that assemblers should too. I think the first valid highest signal should be chosen.

Go to advanced search