Search found 419 matches
- Thu Mar 31, 2022 5:54 pm
- Forum: Ideas and Suggestions
- Topic: Engine licensing for a full 3D factory game?
- Replies: 1
- Views: 1328
Re: Engine licensing for a full 3D factory game?
There are too big downsides to the way Factorio is written in regards to multiplayer sync and limitations in potential scale of the factory. I wouldn't wish to see Factorio 3D done like that. Take the starting point that you want it to handle 100 planets and you'll very quickly realize this engine i...
- Wed Dec 22, 2021 1:54 am
- Forum: General discussion
- Topic: Alt-F4 #55 - The Dark Alleys of Modding
- Replies: 6
- Views: 3843
Re: Alt-F4 #55 - The Dark Alleys of Modding
I can share one issue i had with VehicleSnap. I'm still not 100% on why it worked like this but it's probably some weird case of internal vehicle physics. If you drove a vehicle towards a coastline or cliff at an angle that was not along a snap axis, for example 11, 70, 350... or you name it - degre...
- Wed Nov 03, 2021 12:14 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 12887
Re: Shift-clicking items into red area of chests
Maybe control click once to fill up to the limit and then click again to fill red spaces. That is impractical and automation could be taking 1 item out just when you are clicking items in, resulting you to only put in 1 item. Better way is just like in Dyson Sphere Program, both Shift- and Ctrl-cli...
- Thu Oct 07, 2021 10:35 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 46321
Re: [MOD 0.17] VehicleSnap
The toggle key Shift-V should be enough? You can change it in controls if you want. It has also the button right side of quickbar.
- Tue Mar 02, 2021 6:36 pm
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 12887
Re: Shift-clicking items into red area of chests
+1 shift click should work, but not control click. Why is that? How i see it they should both work for same reasons. If you set chest with only 1 automation slot and have 30 stacks of the item in inventory, how is it better to shift click them 1 by 1? I am ofc exaggerating an example but sometimes ...
- Tue Mar 02, 2021 8:51 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 12887
Re: Shift-clicking items into red area of chests
But.. we can put items in red area in Dyson Sphere Project and it works fantastically.
- Tue Mar 02, 2021 12:55 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 12887
Ctrl-click should remove item from last to first order
Currently when Ctrl-clicking a chest you get items starting from top left. This makes no sense when there can be even items in the red (limited) area. With this you will have better sorting remaining in the chest and excess will be used before items in primary area. You could even re-sort a chest th...
- Tue Mar 02, 2021 12:46 am
- Forum: Ideas and Suggestions
- Topic: Bulk transferring items from player inventory into a limited chest (red slots) and vice versa
- Replies: 51
- Views: 12887
Shift-clicking items into red area of chests
The chest limiting feature is useful - for automation. But it's not nice when you have stackloads of iron plates and you want to put them in a limited chest, we should be able to do it because that's what we end up doing manually anyway, 1 stack at the time.
- Thu Feb 25, 2021 9:03 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.25] Auto-trash with fuel slots not working with vehicles that use logistics
- Replies: 1
- Views: 2537
[Rseding91] [1.1.25] Auto-trash with fuel slots not working with vehicles that use logistics
Taking this example from playthrough with Krastorio 2: trashing.jpg Logistics bots do fill the fuel but don't remove the depleted fuel. Some notes: - If i manually add 15 fuel to the trunk, 10 is kept and 5 trashed. Expected all fuel from trunk trashed because satisfaction now says 20/10. - Fuel out...
- Wed Dec 23, 2020 2:46 pm
- Forum: Implemented Suggestions
- Topic: Epilepsy inducing screen effects
- Replies: 10
- Views: 3660
Re: Epilepsy inducing screen effects
C'mon, that's so rude... If you can report seizure while playing factorio, make a report. If you hate a visual effect in a modded game, just play vanilla? Rude what? That effect (player being damaged) is from vanilla. This topic is just a neutral suggestion well fit for this forum. I didn't propose...
- Wed Dec 23, 2020 2:35 pm
- Forum: Implemented Suggestions
- Topic: Epilepsy inducing screen effects
- Replies: 10
- Views: 3660
Re: Epilepsy inducing screen effects
I also showed this (with clear warning) to my Steam friend who has epilepsy. He had to stop it after 1-2 seconds.
- Wed Dec 23, 2020 2:20 pm
- Forum: Implemented Suggestions
- Topic: Epilepsy inducing screen effects
- Replies: 10
- Views: 3660
Re: Epilepsy inducing screen effects
Damage flashing is like this... WARNING, do not open link if you are sensitive to flickering! https://www.youtube.com/watch?v=zbRrUGLMdt0 Now if you still think that this is an issue only for risk group people, i would say otherwise. It's really unwatchable. (Of course for full effect you need to se...
- Tue Dec 22, 2020 12:54 pm
- Forum: Ideas and Suggestions
- Topic: Better filesystem storage of Blueprints
- Replies: 9
- Views: 3596
Re: Better filesystem storage of Blueprints
"Quite" but not really. There was reddit post after 1.1 where one lost his library after downgrading back to 1.0 but i can't find link anymore. Problems in the past: https://www.reddit.com/r/factorio/comments/ih2eq6/blueprints_missing_after_10_update/ https://www.reddit.com/r/factorio/comm...
- Tue Dec 22, 2020 9:09 am
- Forum: Ideas and Suggestions
- Topic: Better filesystem storage of Blueprints
- Replies: 9
- Views: 3596
Re: Better filesystem storage of Blueprints
The most important thing about blueprint storage that relates to 99.9% of players is that it should be compatible when downgrading game version. This kind of futureproofing is really required for a file that contains all your delicately made creations over the years. Just to be wiped out for simply ...
- Tue Dec 22, 2020 8:44 am
- Forum: Implemented Suggestions
- Topic: Epilepsy inducing screen effects
- Replies: 10
- Views: 3660
Epilepsy inducing screen effects
The way screen keeps flashing red when you take damage is really hard to look at even as i'm not diagnosed with any epilepsy. I can't even imagine what this flashing would do for others that actually do. Sure, player doesn't take damage 99% of the time of playing but there are times that it does. On...
- Mon Dec 14, 2020 5:41 am
- Forum: Ideas and Suggestions
- Topic: Map tag dialog: Enable old features additionally to new ones
- Replies: 10
- Views: 3954
Re: Map tag dialog: Enable old features additionally to new ones
Having tried the new tag and ping buttons, i could quickly tell they need more work. - You can't cancel either of them to starters. Pressing ESC will not only cancel but also close the whole map! - Add tag dialog is confusing. I expected being able to see where the tag will be placed before pressing...
- Fri Dec 04, 2020 8:30 pm
- Forum: Ideas and Suggestions
- Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
- Replies: 67
- Views: 24463
Re: Option to disable no-power flashing
There's (limited) built-in colour-blindness support now. So maybe epilepsy could be next (or at least better moddability for the blinking). What more moddability we need? As said earlier in thread there is a mod that removes warnings, and mods are able to make every texture fully transparent and 1 ...
- Fri Oct 02, 2020 2:28 pm
- Forum: Implemented in 2.0
- Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
- Replies: 53
- Views: 22261
Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
To me it's very simple, i define world by rail network that is always built from blueprint blocks spaced by big powerpoles. Chunk alignment means that every 7th powerpole i can put down a radar without having to make a mess and draw powerline to a random radar that could end up being inside an actua...
- Tue Sep 15, 2020 4:54 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 46321
Re: [MOD 0.17] VehicleSnap
The 0.18 version is 1.0 compatible, you only need to install it.angel79135 wrote: ↑Tue Sep 15, 2020 4:48 pmHey ! First thank you very much for this mod.
Are you planning to make it work in 1.0?
- Mon Sep 14, 2020 6:55 pm
- Forum: Implemented Suggestions
- Topic: Auto-remove fishes when painting terrain in editor
- Replies: 3
- Views: 2286
Re: Auto-remove fishes when painting terrain in editor
Oh nice, works.