Search found 168 matches

by Hares
Thu Jul 18, 2024 3:49 pm
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 40
Views: 7584

Re: Improving the Mod Portal Search

curiosity wrote:
Thu Jul 18, 2024 2:49 pm
Hares wrote:
Thu Jul 18, 2024 10:10 am
Secondly, prioritize fields to search in the following order: title -> tags -> short description -> long description
And mod name above them all.
That's what I called title. :D
by Hares
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...
by Hares
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.
by Hares
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
by Hares
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...
by Hares
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...
by Hares
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...
by Hares
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 ...
by Hares
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...
by Hares
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!
by Hares
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...
by Hares
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...
by Hares
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.
by Hares
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 ...
by Hares
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...
by Hares
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 ...
by Hares
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...
by Hares
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...
by Hares
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

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