That's what I called title.
Search found 168 matches
- Thu Jul 18, 2024 3:49 pm
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 40
- Views: 7584
- Thu Jul 18, 2024 10:22 am
- Forum: Mod portal Discussion
- Topic: [Bug Report] Multi-level lists are broken
- Replies: 0
- Views: 201
[Bug Report] Multi-level lists are broken
By specification, Markdown should support multi-level lists (in any combination). ### Title Text paragraph. Text block continues. 1. Numbered list p.1 2. Numbered list p.2 - Bullet point 2.1 - Bullet point 2.2 3. Numbered list p.3 Which should look like: Title Text paragraph. Text block continues. N...
- Thu Jul 18, 2024 10:14 am
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 53
- Views: 22581
Re: [One Line Suggestions]
One line suggestions:
- Add tags for most-popular overhauls/projects (Bob's; SE; K2; AAI; etc.). 3rd-parties may use these tag to mark a mod as specifically designed for the specified modpack (i.e., Space Exploration rocket log).
- Add preview button to all big message boxes.
- Thu Jul 18, 2024 10:10 am
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 40
- Views: 7584
Re: Improving the Mod Portal Search
First of all, sort by relevance first by default (not by updated date).
Secondly, prioritize fields to search in the following order: title -> tags -> short description -> long description
Secondly, prioritize fields to search in the following order: title -> tags -> short description -> long description
- Fri Jun 28, 2024 11:06 am
- Forum: News
- Topic: Friday Facts #417 - Space Age development
- Replies: 103
- Views: 24582
Re: Friday Facts #417 - Space Age development
Earendel's drafts were always over the top when it comes to gameplay complexity, so we usually started by simplifying it to half of its original size, and then half again soon after... but it is way easier to shave off from a prototype, leaving the best bits, rather then creating things from scratc...
- Fri Jun 28, 2024 8:08 am
- Forum: Balancing
- Topic: Modules balancing?
- Replies: 3
- Views: 1145
Re: Modules balancing?
Space Exploration actually handles this issue very well. The changes are: Speed modules generate extra pollution (same as prod modules) and require extra power Prod modules are slightly weaker Green modules are stronger on all levels with a non-linear scale (-40%/-60%/-100% for t1/t2/t3 respectively...
- Sat Jun 15, 2024 2:09 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 18046
Re: Friday Facts #415 - Fix, Improve, Optimize
the problem is that a lot of mods will get ported to v2 only very slowly. if ever. users who enjoy playing with mods whose authors don't have the time could benefit from improvements such as fixes to the logi bot algorithms, but if the bugfixes are limited to a compatibility-breaking releases, they...
- Sat Jun 15, 2024 2:07 pm
- Forum: News
- Topic: Friday Facts #415 - Fix, Improve, Optimize
- Replies: 91
- Views: 18046
Re: Friday Facts #415 - Fix, Improve, Optimize
Dear Factorio devs. Is it possible to make a single-player-only feature (let's be honest, the majority of us play mostly single-player) to allow multi-thread processing of the game state to allow faster updates and more efficient CPU usage? This might be a very nice addition to a larger maps (which ...
- Fri Jun 07, 2024 11:18 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 210
- Views: 54958
Re: Friday Facts #374 - Smarter robots
I have another idea. Why not create pathfinding maps for drones each time roboport enters the network (which is quite rare event) similar to how trains pathfinding maps are created? Since robots are allowed to travel strictly to targets within the green radius ("construction area"), and th...
- Fri Jun 07, 2024 4:51 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 53683
Re: Friday Facts #414 - Spoils of Agriculture
So, now modeers could make a truly radioactive isotopes with relatively short half-lifes? That's awesome!
- Fri May 31, 2024 8:45 pm
- Forum: Modding interface requests
- Topic: Provide built-in solution for modded entities inside blueprints
- Replies: 0
- Views: 194
Provide built-in solution for modded entities inside blueprints
TL;DR Extend LuaEntity.tags to non-ghosts or add LuaEntity.custom_properties and automatically capture its value when making a blueprint. Why? Currently, LuaEntity.tags works only on ghost entities. It would be nice to have a built-in solution for blurprintable custom properties on entity, so modde...
- Fri May 31, 2024 10:52 am
- Forum: Ideas and Suggestions
- Topic: Requester Chests: Read Contents & Set Requests at the same time
- Replies: 11
- Views: 977
Re: Requester Chests: Read Contents & Set Requests at the same time
As far as I remember the past fff, it's just the decider combinator that will have a wire selector for input and output. I don't remember any fff screenshot from other devices with that functionality. Not even the new selector combinator. Even though I can't argue that, there were too many requests...
- Thu May 30, 2024 10:47 pm
- Forum: Ideas and Suggestions
- Topic: Requester Chests: Read Contents & Set Requests at the same time
- Replies: 11
- Views: 977
Re: Requester Chests: Read Contents & Set Requests at the same time
Okay, you're right.
I was sure machines are ignoring signals they provide, but they actually do not.
However, with 2.0 and its wire-specific operations this could be possible.
I was sure machines are ignoring signals they provide, but they actually do not.
However, with 2.0 and its wire-specific operations this could be possible.
- Thu May 30, 2024 11:05 am
- Forum: Ideas and Suggestions
- Topic: Requester Chests: Read Contents & Set Requests at the same time
- Replies: 11
- Views: 977
Re: Requester Chests: Read Contents & Set Requests at the same time
I think the real issue here might be separating the request signal from the set contents signal. Chests only have 1 hookup point, and a signal on a wire has neither an identifier of the entity that created it nor a "direction" on a wire, so a requester chest outputting its contents would ...
- Thu May 30, 2024 11:04 am
- Forum: Ideas and Suggestions
- Topic: Requester Chests: Read Contents & Set Requests at the same time
- Replies: 11
- Views: 977
Re: Requester Chests: Read Contents & Set Requests at the same time
This has been requested over a hundred times before, and someone always has to explain why it would lead to infinite requests. I searched for the similar questions before asking. Found none, but search over Factorio Forums isn't quite a thing providing accurate search results. Think for a moment ab...
- Wed May 29, 2024 10:19 am
- Forum: Ideas and Suggestions
- Topic: Requester Chests: Read Contents & Set Requests at the same time
- Replies: 11
- Views: 977
Requester Chests: Read Contents & Set Requests at the same time
TL;DR Allow requester chests to read contents & set requests at the same time, like belts or inserters can. What? Suggestion 1, minimal: Allow requester chests to work in both modes at the same time https://i.imgur.com/8oJ0LkA.png Suggestion 2, extended: Change "Read contents" on all ...
- Sun May 19, 2024 9:20 am
- Forum: Duplicates
- Topic: Electric Network Statistics duplicates entities those connected to both of merged netoworks
- Replies: 2
- Views: 327
Re: Electric Network Statistics duplicates entities those connected to both of merged netoworks
I sincerely searched for the duplicates but didn't succeed.
Thx!
Thx!
- Sat May 18, 2024 9:05 pm
- Forum: Duplicates
- Topic: Electric Network Statistics duplicates entities those connected to both of merged netoworks
- Replies: 2
- Views: 327
Electric Network Statistics duplicates entities those connected to both of merged netoworks
I have a boiler plant with 240 steam engines in a network separated with a circuit-controller power switch. 2 of these 240 steam engines are shared to the main network via a large power pole. When networks are connected, the network statistics window shows that there're 242 steam engines. I searched...
- Wed May 15, 2024 11:09 am
- Forum: Ideas and Suggestions
- Topic: Add settings to disable specific system messages
- Replies: 1
- Views: 374
Add settings to disable specific system messages
TL;DR It would be nice to have settings disabling and/or muting system messages such as "Can't insert" or research queue changed. What? The following system messages should have settings to be disabled and/or muted: "Cannot insert X. Inventory is full." "X started/queued/ca...
- Wed May 15, 2024 10:51 am
- Forum: Ideas and Suggestions
- Topic: Scroll up in chat
- Replies: 24
- Views: 16549
Re: Scroll up in chat
+1 on that.
Even worse that the mentioned important mod info (like SE events) can be trashed away by "Can't insert" messages
Even worse that the mentioned important mod info (like SE events) can be trashed away by "Can't insert" messages