Search found 167 matches
- Fri Apr 12, 2024 11:18 am
- Forum: News
- Topic: Friday Facts #406 - Space Age Music
- Replies: 157
- Views: 29702
Re: Friday Facts #406 - Space Age Music
How about making an in-game director which is able to tell the audio engine which music should be played when and where? Many games already do so, and it's pretty natural. One of the best examples for so is Red Alert 3 which can – just by music – tell you that your forces have engaged the enemy.
- Fri Apr 05, 2024 1:38 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 24828
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
The one more thing I'd like to ask is to add ability to see requestors & providers for the specific item. I.e., you know that somebody is eating all of your steal, and you don't know who it is. Pretty useful in the larger bot-based bases (or at least malls)
- Fri Apr 05, 2024 11:45 am
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 24828
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
How about allowing reading the fluid system contents in the same way you read the whole transport line?
This info already exists on the UI, you just need to allow exporting it to the circuit network
This info already exists on the UI, you just need to allow exporting it to the circuit network
- Fri Mar 29, 2024 12:03 pm
- Forum: News
- Topic: Friday Facts #404 - Frustration not found
- Replies: 112
- Views: 21875
Re: Friday Facts #404 - Frustration not found
Unit reporting.
Spiredtron ready.
Moving out!
We've got hostiles!
We will burry them.
Move, move, move!
<sounds of explosions in a distance>
Spiredtron ready.
Moving out!
We've got hostiles!
We will burry them.
Move, move, move!
<sounds of explosions in a distance>
- Fri Mar 22, 2024 12:30 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 131
- Views: 26890
Re: Friday Facts #403 - Train stops 2.0
Can we have something similar to the rail signals (i.e., every 32 tiles) and for the power poles?Klonan wrote:Fri Mar 22, 2024 9:00 amRail planner works in the map mode.
- Sat Mar 16, 2024 9:38 am
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33356
Re: Friday Facts #402 - Lightspeed circuits
From the FFF: https://cdn.factorio.com/assets/blog-sync/fff-402-rail-wires.png That's almost exactly how my rail blueprints look like - could have been a screenshot from my current factory :D I also added red and green wires "just in case a real use case pops up". I'm still waiting. The w...
- Fri Mar 15, 2024 1:03 pm
- Forum: News
- Topic: Friday Facts #402 - Lightspeed circuits
- Replies: 170
- Views: 33356
Re: Friday Facts #402 - Lightspeed circuits
@Devs, what will happen with the lightspeed assemblers connected to the circuit network? Didn't they mention early on that there was going to be Power Armour beyond Mk II? Maybe that's what it is? Power Armour Mk III? I still have no idea what are you talking about :) I did not see any arms there. A...
- Tue Mar 05, 2024 1:00 pm
- Forum: Ideas and Suggestions
- Topic: Request: Add option to exclude buffer (green) chest inventory from the logistics network
- Replies: 7
- Views: 1074
Re: Request: Add option to exclude buffer (green) chest inventory from the logistics network
I was building a large city block base with multiple buffering storage areas. In order to calculate how many materials I need to export to the network there is a green wire which passes through the entire megabase grid and is automatically connected to all cells; cells with buffer chests increase th...
- Tue Mar 05, 2024 12:40 pm
- Forum: Mod portal Discussion
- Topic: [Factorio Mod Portal] Allow edits to title and/or category
- Replies: 14
- Views: 2422
Re: [Factorio Mod Portal] Allow edits to title and/or category
Both Gitlab & GitHub provide full control of the bug item, except that it can't be deleted. And it's very common when the ticket author changes the title and there's no shame in doing so. This works because changing the title produces a clear message in that thread about the title changing from...
- Tue Mar 05, 2024 12:11 am
- Forum: Mod portal Discussion
- Topic: [Factorio Mod Portal] Allow edits to title and/or category
- Replies: 14
- Views: 2422
Re: [Factorio Mod Portal] Allow edits to title and/or category
1. I didn't use mentioning because I pressed reply button and some posts were written via mobile (including this one), which basically is incompatible with BB, but that's out of topic. 2. The key difference between you two is the fact you provide argumented opinion and I respect such behavior even t...
- Mon Mar 04, 2024 10:59 pm
- Forum: Mod portal Discussion
- Topic: [Factorio Mod Portal] Allow edits to title and/or category
- Replies: 14
- Views: 2422
Re: [Factorio Mod Portal] Allow edits to title and/or category
- Mon Mar 04, 2024 9:54 pm
- Forum: This Forum
- Topic: Markdown support!
- Replies: 8
- Views: 2191
Re: Markdown support!
I know the solution. This is a hard one, and its not a solution, it's the solution. Migrate the forums on a newer engine and get rid of BB-codes. BB-codes are the past century. They didn't evolve since, like, 2005? The post editor does not support any keyboard shortcuts, is ugly, and does not posses...
- Mon Mar 04, 2024 9:37 pm
- Forum: Mod portal Discussion
- Topic: [Factorio Mod Portal] Allow edits to title and/or category
- Replies: 14
- Views: 2422
Re: [Factorio Mod Portal] Allow edits to title and/or category
Let's be honest. You're just hater (seeing this and other MD-related topic).
The most-reasonable solution I've seen is to allow any edits within ~24h.
The most-reasonable solution I've seen is to allow any edits within ~24h.
- Mon Mar 04, 2024 4:23 pm
- Forum: Mod portal Discussion
- Topic: [Factorio Mod Portal] Allow edits to title and/or category
- Replies: 14
- Views: 2422
Re: [Factorio Mod Portal] Allow edits to title and/or category
Hardly +1 on that I think it's good that not all users are also given these mod powers. As a mod author I can rename incorrect claims in titles by users and indicate resolved status on bug reports etc with title edits. These powers are useless if the mod users have them as well, I would have to dele...
- Mon Mar 04, 2024 4:05 pm
- Forum: This Forum
- Topic: Markdown support!
- Replies: 8
- Views: 2191
Re: Markdown support!
+1 on that. Especially strange together with the fact that mods.factorio.com use Markdown.
- Mon Mar 04, 2024 3:56 pm
- Forum: Implemented for 2.0
- Topic: Export currently held blueprint library object to item
- Replies: 18
- Views: 5165
Re: Export currently held blueprint library object to item
Blueprint library records will be accessible to mods in 2.0. Records in "my blueprints" are read-only, while records in "game blueprints" are read/write. Will the currently held/opened/updated "my blueprint" item be writable? That's the most common use case currently (...
- Wed Feb 28, 2024 6:29 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 333
- Views: 64749
Re: Friday Facts #384 - Combinators 2.0
R = A / B - what wee need to find C - Constant R = A / B = A * (1/B) = A * C/C * (1/B) = (A * (C/B)) / C That about halfs the precision, so basically only for numbers up to 32767 in general. So generally useless. You can also generate the division in a loop taking a multiple of 32 ticks. Again gene...
- Fri Feb 23, 2024 3:50 pm
- Forum: Combinator Creations
- Topic: Pairwise Arithmetic / each op each
- Replies: 38
- Views: 7653
Re: Pairwise Arithmetic / each op each
I've recenently managed to design almost-fully-functinoal vector to vector divisor. It has some flaws (i.e., it likes off-by-one errors due to calcuations precision), but it generally works for larger numbers. Properties: Latency: 4 (minimal) to (5 for safe/isolated version) Constant Combinators: 0 ...
- Fri Feb 23, 2024 1:52 pm
- Forum: News
- Topic: Friday Facts #399 - Trash to Treasure
- Replies: 295
- Views: 60046
Re: Friday Facts #399 - Trash to Treasure
Scammed and clickbaited. Such a shame.Damage and frequency boosted for demonstration purposes.
Modders, you know what to do.
- Fri Feb 23, 2024 1:49 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 333
- Views: 64749
Re: Friday Facts #384 - Combinators 2.0
I still think we REQUIRE stack comb in the game because there is currently no way to DIVIDE an input signal by respective stack sizes. I.e., you are designing a Garbage Collector for your interrupt-based trains (a system that scans logistics inventory and pushes all items that can & should occu...