Search found 414 matches
- Fri Jun 05, 2020 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Improving usability of logistics slots
- Replies: 5
- Views: 1584
Improving usability of logistics slots
There are a few issues with current UI, which overall means more clicks needed than in old UI. It comes down to few things: 1) When making a new filter by clicking an empty slot, you need to click the empty filter slot again too to select something to it. There is no reason for this middlestep, It s...
- Thu May 28, 2020 4:52 pm
- Forum: Releases
- Topic: Version 0.18.28
- Replies: 7
- Views: 9742
Re: Version 0.18.28
It is already available for Steam.
- Sun May 24, 2020 11:57 am
- Forum: Resolved Problems and Bugs
- Topic: [Demo] Game stuttering
- Replies: 3
- Views: 688
[Demo] Game stuttering
There is a measured 14ms in level script update. It was reported by other user here (name of level not mentioned):
https://steamcommunity.com/app/427520/d ... 459323908/
https://steamcommunity.com/app/427520/d ... 459323908/
- Fri May 22, 2020 9:04 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 52699
Re: Friday Facts #348 - The final GUI update
you have no clue how bright the new icons look with my new colorblind glasses - WOOOOOOOOOOOOOW https://cdn.factorio.com/assets/img/blog/fff-348-icons-1-fullsize.png I think you should mention also if it's good or bad for you. Some people like bright, some don't. You still can change color balances...
- Fri May 22, 2020 5:04 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 52699
Re: Friday Facts #348 - The final GUI update
I like the logistics UI now but it could still be improved. It takes too many clicks to make a new request filter. - When making a new filter by holding an item, it should clear the hand slot. Because you still need to click the buttons it would be clearer if the item you were holding was not in the...
- Thu Apr 30, 2020 3:22 pm
- Forum: Modding help
- Topic: Mod hotkeys: custom-input documentation please?
- Replies: 5
- Views: 3748
Re: Mod hotkeys: custom-input documentation please?
For people stumbling on this thread in 2020, consuming = "script-only" is deprecated way to code. Your only options are
"game-only" or "none" https://wiki.factorio.com/Types/ConsumingType
Recommended choice is "none" that should work best for most mods.
"game-only" or "none" https://wiki.factorio.com/Types/ConsumingType
Recommended choice is "none" that should work best for most mods.
- Sat Apr 25, 2020 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Else output for decider combinator
- Replies: 30
- Views: 10484
Re: Else output for decider combinator
For consistency this seems like simplest way to do it in current (And no, i don't think it's simple. That's 4 values, what if it's 400? Difference between 399 and 798 combinators is huge): { A >= B, output O1=A A < B, output O1=B } { O1 >= C, output O2=O1 O1 < C, output O2=C } { O2 >= D, output O3=O...
- Sat Apr 25, 2020 12:29 am
- Forum: Ideas and Suggestions
- Topic: Else output for decider combinator
- Replies: 30
- Views: 10484
Re: Else output for decider combinator
It's really difficult to think of way to even present an example. You can't make a blueprint ingame because the UI doesn't have else and how do you figure out a smart written format? I guess some typical examples involve finding lowest or highest number out of many values. If you have A, B, C, D and...
- Fri Apr 24, 2020 3:58 pm
- Forum: Ideas and Suggestions
- Topic: Else output for decider combinator
- Replies: 30
- Views: 10484
Re: Else output for decider combinator
This forum is the place to make such arguments. Anybody can check whether what I said is true. If I'm wrong, show the counterexample. Imagining one-combinator versions of sometimes-useful two-combinator gizmos is entertaining but there's an actual *problem* it would solve, you should be able to sho...
- Tue Apr 14, 2020 11:58 am
- Forum: Ideas and Suggestions
- Topic: Better car controls
- Replies: 1
- Views: 833
Re: Better car controls
For inspiration, old game Slicks'n'Slide was great: https://www.youtube.com/watch?v=Lzs8dTx4LA8 Game doesn't need hyper realistic physics to implement drifting. In basic principle a car has 3 vectors: position, velocity and acceleration. Per game tick happens per car: (Count new acceleration based o...
- Sat Mar 28, 2020 5:04 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42023
Re: [MOD 0.17] VehicleSnap
Uploaded to mod portal I hope you can test it works.VrozaX wrote: ↑Sat Mar 28, 2020 4:44 pmPolish Translation:
https://drive.google.com/open?id=1RW1VI ... NXZnN0pQ1X
Please add to your mod <3
https://mods.factorio.com/mod/VehicleSnap
- Fri Mar 13, 2020 2:35 pm
- Forum: News
- Topic: Friday Facts #338 - The (real) Character GUI
- Replies: 89
- Views: 51463
Re: Friday Facts #338 - The (real) Character GUI
Will the inventory grid be interactible between slots, or will my mod become redundant?
- Sun Feb 23, 2020 11:02 pm
- Forum: Modding help
- Topic: [0.18.8] Adding a modded recipe that is hidden from graphs
- Replies: 4
- Views: 981
Re: [0.18.8] Adding a modded recipe that is hidden from graphs
Thanks that works. I think i need decomposition off for compressed items as well as they're not actual raw materials.
- Sun Feb 23, 2020 10:45 pm
- Forum: Modding help
- Topic: [0.18.8] Adding a modded recipe that is hidden from graphs
- Replies: 4
- Views: 981
Re: [0.18.8] Adding a modded recipe that is hidden from graphs
It is done in data stage, from within data.lua calling my functions that generate recipes function SimpleCompress_AddRecipe(_name, _ingredient) _ingredient = _ingredient or _name data:extend({{ type = "recipe", name = "compress-" .. _name, energy_required = simpleCompress.EnergyC...
- Sun Feb 23, 2020 10:25 pm
- Forum: Modding help
- Topic: [0.18.8] Adding a modded recipe that is hidden from graphs
- Replies: 4
- Views: 981
[0.18.8] Adding a modded recipe that is hidden from graphs
Working on SimpleCompress for which compressing/decompressing items should not count as production or consumption in the graphs. It's basically same as barreling, logistic recipes. I tried looking into how barrelling works and match it to the mod but so far no success. Even this script which i belie...
- Sun Feb 02, 2020 7:05 pm
- Forum: Gameplay Help
- Topic: LTN - Logistic train network requester help
- Replies: 4
- Views: 1180
Re: LTN - Logistic train network requester help
Filter can only be positive for inserters. So at least you need to use an arithmetic comb. and set it to EACH * -1. I don't use even something like that. If you go in the mod options and toggle off the "Finish loading", it will only load in as many items as the request is, not fill the ca...
- Sun Feb 02, 2020 12:20 pm
- Forum: Gameplay Help
- Topic: Weird pathing behavior
- Replies: 5
- Views: 1276
Re: Weird pathing behavior
Some of those 1-4-1 trains are not actually 2-way trains. It matters which way you place the locomotives, using R key when placing them down.
- Sun Feb 02, 2020 12:10 pm
- Forum: Gameplay Help
- Topic: LTN - Logistic train network requester help
- Replies: 4
- Views: 1180
Re: LTN - Logistic train network requester help
What condition on the inserter and what signal are they receiving? You can see signals by connecting the wire to a powerpole. In simplest requester station for LTN you don't need to wire inserters at all though. Sounds complicated to me :roll: Basically you always want to empty the train entirely on...
- Sat Feb 01, 2020 11:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.3] Endless pumping animation
- Replies: 1
- Views: 1812
[0.18.3] Endless pumping animation
I don't know how this happened, but this 1 pump just doesn't want to stop pumping. I have replaced the pump and both sides pipes but it still kept doing it. All other pumps on the map will stop when either target goes full or input dries. But now this "special" pump doesn't even have an ou...
- Sat Jan 11, 2020 2:29 pm
- Forum: News
- Topic: Friday Facts #329 - Campaign reassessment
- Replies: 78
- Views: 32789
Re: Friday Facts #329 - Campaign reassessment
I would also recommend a later map or more that goes beyond the rocket launch. Using power armors, dealing with behemoths, artillery, infinite sciences... Even the slower players would get a taste of the endgame and know what waits there.