Search found 216 matches

by MrGrim
Wed Jun 26, 2019 8:52 pm
Forum: Won't fix.
Topic: [0.17.18] Symlinks in script-output no longer work.
Replies: 9
Views: 2669

Re: [0.17.18] Symlinks in script-output no longer work.

An independently configurable script output path would solve a lot of the issues involving mods with large output like FactorioMaps without requiring sacrificing Lua sandboxing. Perhaps that's an acceptable and hopefully easy to implement compromise?
by MrGrim
Fri Jun 07, 2019 2:53 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 22212

Re: Friday Facts #298 - Demo upgrade for Stable

One thing I truly hate about Destroyer capsules and despite them being awesome even pre-balance is the fact that by the time you deploy your max follower count of them - you literally have about a minute before they start exploding. Also, constant deployment with big pauses between the deploy take ...
by MrGrim
Fri Apr 05, 2019 9:00 pm
Forum: News
Topic: Friday Facts #289 - Character GUI
Replies: 137
Views: 36361

Re: Friday Facts #289 - Character GUI

Like others have mentioned I would also love it if we could have: Presets for requests/trash slots, kind of like we have multiple quickbars; a way to define multiple sets of requests/trash and swap between them (I did wonder if that was what those mysterious +/- buttons, marked 9, were in the mocku...
by MrGrim
Thu Apr 04, 2019 11:31 pm
Forum: Releases
Topic: Version 0.17.25
Replies: 42
Views: 17201

Re: Version 0.17.25

FactorioBot wrote:
Thu Apr 04, 2019 7:00 pm
[*]Fixed that deleting mods would follow symlinks instead of just removing the symlink. (68975)
Ouch! I felt that one in my gut even though I was never bit by it. I believe that's one of the nastier bugs I've seen in these notes in some time!
by MrGrim
Fri Mar 08, 2019 5:47 pm
Forum: Releases
Topic: Version 0.17.9
Replies: 56
Views: 22515

Re: Version 0.17.9

Changes Disabling station with train waiting in it doesn't force the train to departure anymore so it works as it worked in 0.16. It looked like a useful change for 0.17, but we can control train conditions by circuit network and there are some nice and simple use cases were ruined by trains being ...
by MrGrim
Fri Dec 28, 2018 4:42 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 97169

Re: Friday Facts #275 - 0.17 Science changes

I'll shed a tear as I throw away the low and high tech 120 sci/s blueprints I just made, but it's fine. :D I have but one request. Please make at least one infinite research require all of the science packs. It would be nice to have something to stress large bases that do bother to make the military...
by MrGrim
Sat Dec 08, 2018 9:04 pm
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 11
Views: 2644

Re: Selective Station Enabling

Perhaps, but I'm trying to keep two things in mind. First, any new mechanic should be as simple and generic as possible if it's likely to be accepted and implemented at all. This capability is generic enough that it can be used to implement all of those other suggestions, and many more. A generic an...
by MrGrim
Fri Dec 07, 2018 10:43 pm
Forum: Ideas and Suggestions
Topic: Selective Station Enabling
Replies: 11
Views: 2644

Selective Station Enabling

I've looked through the following threads, but I did not see this particular idea in them: https://forums.factorio.com/viewtopic.php?f=80&t=21899 https://forums.factorio.com/viewtopic.php?f=80&t=30189 Many ideas center on controlling the train and have various implementation complications, b...
by MrGrim
Sat Nov 24, 2018 6:49 pm
Forum: News
Topic: Friday Facts #270 - HR Substation & Save/Load overview
Replies: 99
Views: 25071

Re: Friday Facts #270 - HR Substation & Save/Load overview

First thought: I think labour of love fits better then fun with the machine. The reason I chose not to nominate Factorio for this category is that I feel it is inappropriate for a game in early access. I also did not nominate any other early access game as well. For such games, continued developmen...
by MrGrim
Fri Oct 26, 2018 4:35 pm
Forum: News
Topic: Friday Facts #266 - Cleanup of mechanics
Replies: 583
Views: 136342

Re: Friday Facts #266 - Cleanup of mechanics

I love all of these, except the fuel efficiency. It made the choice between steel and electric furnaces an interesting and viable one. If you had petrochemical based power, then steel furnaces were in some cases better than electric, while electric becomes fully superior in solar/nuclear builds. Fu...
by MrGrim
Fri Aug 31, 2018 4:20 pm
Forum: News
Topic: Friday Facts #258 - New autoplace
Replies: 145
Views: 40779

Re: Friday Facts #258 - New autoplace

I agree with a lot of folks here that it was good in 0.12 and that something between 0.13 and 0.15 made the lakes too small and uninteresting. A man after my own heart, here! 0.12 map gen was by far the best, imo. Although, 0.13-0.15 got a lot better near the end. Shortly after the release of 0.13 ...
by MrGrim
Fri Aug 17, 2018 2:39 pm
Forum: News
Topic: Friday Facts #256 - The little things 3
Replies: 111
Views: 31894

Re: Friday Facts #256 - The little things 3

Very nice. :) The spillage thing is a good change, but there's that part of me that always thinks a lesson hard learned sticks the best. :D
by MrGrim
Fri Jun 29, 2018 8:17 pm
Forum: News
Topic: Friday Facts #249 - Dead end exploration
Replies: 206
Views: 44815

Re: Friday Facts #249 - Dead end exploration

Proposal 2 definitely has some problems, but I'd be a wee bit sad to lose blueprints as items. It's mostly because I've developed a habit of storing blueprints in contextually relevant locations. E.g. my nuclear engineering train has a few nuclear blueprint books in it. Re limits, no matter what som...
by MrGrim
Tue May 22, 2018 3:09 am
Forum: News
Topic: Friday Facts #243 - New GUI tileset
Replies: 167
Views: 39470

Re: Please, no device dependent coordinates

Please, please stop measuring things, anything, in device dependent coordinates. Please stop using pixels. IMHO, nothing should ever surface pixels as a coordinate system, ever! The use of pixels has caused enormous amounts of pain as people switch to 4k displays. They will cause enormous amounts o...
by MrGrim
Mon Mar 19, 2018 7:33 pm
Forum: Releases
Topic: Version 0.16.31
Replies: 19
Views: 12513

Re: Version 0.16.31

MadClown01 wrote:
MrGrim wrote:
FactorioBot wrote: Bugfixes
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)
Surely they just directly entered mod_setting = 1/30 into the config file
Well, duh. :) I mean the crash.
by MrGrim
Mon Mar 19, 2018 7:22 pm
Forum: Releases
Topic: Version 0.16.31
Replies: 19
Views: 12513

Re: Version 0.16.31

FactorioBot wrote: Bugfixes
  • Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
I must admit... how this one happened has me intensely curious. :)
by MrGrim
Mon Feb 19, 2018 9:35 pm
Forum: Releases
Topic: Version 0.16.25
Replies: 72
Views: 29458

Re: Version 0.16.25

\[inserter compression\] sounds like something we will never (have to) think about again! This makes me sad, but I still love this game. As a game that derives its pleasure from actively engaging creative problem solving, I hope there aren't too many things we stop thinking about before 1.0. Now al...
by MrGrim
Fri Jan 12, 2018 7:22 pm
Forum: News
Topic: Friday Facts #225 - Bots versus belts (part 2)
Replies: 1016
Views: 245129

Re: Friday Facts #225 - Bots versus belts (part 2)

I'm sorry I ever doubted you! To think all of this lead to priority _and_ filter splitters! :D
by MrGrim
Fri Dec 22, 2017 11:22 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 37875

Re: Friday Facts #222 - Christmas avalanche

You're right we got use to it. This wasn't some unintended behavior like inserting into underground belts. This was a front and center feature showed off in a previous FFF and one of the defining features of vanilla tankers vs the prior popular modded ones. Of _course_ we got use to it. If you want ...
by MrGrim
Thu Dec 21, 2017 9:19 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Replies: 27
Views: 8992

Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug

Well they might have removed the feature, but kept the tanks independent so that you still need 3 pumps to fill all 3 tanks, thus keeping them separate from each other. At least I'd hope so. This is a much nicer way to remove the GUI while keeping the feature. Please consider doing it this way. No ...

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