Search found 362 matches

by Zaflis
Fri Aug 23, 2019 2:55 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 65795

Re: Friday Facts #309 - Controversial opinions

Items should have volume and mass
Just pointing out this bit with... "No, just no!" :D They're already adding it to Empyrion which was a terrible idea.
by Zaflis
Thu Aug 08, 2019 10:42 pm
Forum: Ideas and Suggestions
Topic: Using whole blueprint book frame to drop blueprints in
Replies: 1
Views: 479

Using whole blueprint book frame to drop blueprints in

This should be a simple idea, currently the area where you can drop blueprints is tightly fit around small section of the book where existing blueprints are. I don't see a reason why the whole area shouldn't allow blueprint dropping. Sometimes it's actually tricky to find those few pixels where you ...
by Zaflis
Sat Jul 20, 2019 10:04 pm
Forum: Ideas and Suggestions
Topic: Expand inventory tiles clickable areas to cover the grid
Replies: 4
Views: 579

Re: Expand inventory tiles clickable areas to cover the grid

So i'll do a situation report this once. I decided to use the new GUI graphics (slightly edited) while at it and i don't have complaints about the inventory part :D As you may see i still have to redo the recipe UI (because they share same layout and that's hardcoded!). But you can compare the new a...
by Zaflis
Sat Jul 20, 2019 6:14 pm
Forum: Ideas and Suggestions
Topic: Expand inventory tiles clickable areas to cover the grid
Replies: 4
Views: 579

Re: Expand inventory tiles clickable areas to cover the grid

So this works: local style = data.raw["gui-style"].default --style.default.slot_button.padding = 0 style.slot_table.horizontal_spacing = 0 style.slot_table.vertical_spacing = 0 The padding wasn't necessary. Now just to add the visual grid back... This for starters was not a smart idea: :oo...
by Zaflis
Sat Jul 20, 2019 4:41 pm
Forum: Ideas and Suggestions
Topic: Expand inventory tiles clickable areas to cover the grid
Replies: 4
Views: 579

Re: Expand inventory tiles clickable areas to cover the grid

I would add 1 pixel transparent border to the slot graphics itself so it would look exactly the same, in theory. Grid would still be there just not act as "void zone". And i was applying the code in data-final-fixes.lua like so: local style = data.raw["gui-style"].default style.s...
by Zaflis
Sat Jul 20, 2019 7:50 am
Forum: Ideas and Suggestions
Topic: Expand inventory tiles clickable areas to cover the grid
Replies: 4
Views: 579

Expand inventory tiles clickable areas to cover the grid

inventoryGrid.png Inventory has 2 pixels wide grid. It makes it easy to misclick the grid instead of item slot and then get confused and frustrated on why click didn't work, either when dropping or picking an item stack. Quickbar is already nice and compact with 0 padding, please let us have this f...
by Zaflis
Fri Jul 19, 2019 5:39 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 120542

Re: Friday Facts #304 - Small bugs; Big changes

FuryoftheStars wrote:
Fri Jul 19, 2019 5:36 pm
Also, petroleum gas is technically a gas, so using it for flamethrowers doesn't seem intuitive....
You can use crude oil in flamethrowers.
by Zaflis
Fri Jul 19, 2019 5:25 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 120542

Re: Friday Facts #304 - Small bugs; Big changes

I would be ok with the oil change. There's also one compromise i could think of that Basic Oil Processing would output light oil as well as petroleum. It would better prepare for the transition to advanced oil and let you use the right oil for solid fuel. Edit: Also if chemical plants were allowed 4...
by Zaflis
Fri Jul 05, 2019 3:29 pm
Forum: Ideas and Suggestions
Topic: 2 suggestions for assembler -> requester chest recipe copy
Replies: 1
Views: 319

2 suggestions for assembler -> requester chest recipe copy

1) Option to not remove existing requests when pasting over new recipes. I frequently use requester chests that serve different producers, think of a mall type use. 1 requester chest between 2 assemblers, and each assembler with different recipe. 2) Pasting a recipe with only 1 item request. This op...
by Zaflis
Fri Jun 07, 2019 1:17 pm
Forum: News
Topic: Friday Facts #298 - Demo upgrade for Stable
Replies: 78
Views: 22223

Re: Friday Facts #298 - Demo upgrade for Stable

I feel like the new beams look off - specifically the way they light up the pixels underneath them. Particularly visible in this area: https://i.imgur.com/UhPCy5J.png It doesn't make sense for the ground features to be so distinct without the surrounding areas also being illuminated. I feel like th...
by Zaflis
Tue Jun 04, 2019 1:38 pm
Forum: Not a bug
Topic: [0.17.45] (Minor) Auto UI scale suggests bad value
Replies: 12
Views: 1259

Re: [0.17.45] (Minor) Auto UI scale suggests bad value

I wasn't asking tiny windows, there is a good middleground between tiny and gigantic. One where you can actually still see the gameworld behind the UI. And from gameplay point of view, it is easier to play when you don't have to move cursor around so much. Scrollwheel is handy. They could have the m...
by Zaflis
Tue Jun 04, 2019 1:07 pm
Forum: Not a bug
Topic: [0.17.45] (Minor) Auto UI scale suggests bad value
Replies: 12
Views: 1259

Re: [0.17.45] (Minor) Auto UI scale suggests bad value

Well, inventory window in current game expands WAY TOO MUCH until it shows scrollbars. Anyone who plays Bob's mods and few others can tell how massive it becomes. In general small and compact style is the way i like it the most, just not scaled.
by Zaflis
Fri May 31, 2019 7:37 pm
Forum: Not a bug
Topic: [0.17.45] (Minor) Auto UI scale suggests bad value
Replies: 12
Views: 1259

[0.17.45] (Minor) Auto UI scale suggests bad value

I'm using a 1920x1080 desktop monitor and so far used to the Auto (100%) scaling. But it has only been 100% when i used maximized window. When i resize the window even just a couple pixels smaller in width or height, the auto-scaling goes to 75%. Icons go blurry and bad with that. The workaround was...
by Zaflis
Mon May 27, 2019 9:17 am
Forum: Energy Production
Topic: Coal to Rocket Fuel using Coal Liquefaction, Over-unity Gain!
Replies: 12
Views: 5330

Re: Coal to Rocket Fuel using Coal Liquefaction, Over-unity Gain!

What do you mean by heavily favor to solid fuel? 42beacon.png I only counted energy cost of 8 beacons, but it appears there are 42. The speed bonus of the all 42 was already count by kirkmcdonald, so that is 34 additional beacons, which means +16.32 MW. We'll replace all number 70.04 MW with 86.36 ...
by Zaflis
Thu May 23, 2019 11:36 am
Forum: Energy Production
Topic: Coal to Rocket Fuel using Coal Liquefaction, Over-unity Gain!
Replies: 12
Views: 5330

Re: Coal to Rocket Fuel using Coal Liquefaction, Over-unity Gain!

So going by kirk's calculation 4.62 rocket fuels means that we first have 33 solid fuel. I'll deal with that math later because it's same with both, but the assembling into rocket fuel means: Energy cost of 66.2 MW + 8 beacons = 70.04 MW. How much energy is in rocket fuels: 4.62 * 100 MJ = 462 MJ 33...
by Zaflis
Sat May 11, 2019 6:29 am
Forum: Mods
Topic: [0.17+] Central Rails
Replies: 27
Views: 5093

Re: [0.17+] Central Rails

Does "central rails" mean something specific? It's hard to imagine what the mod does. Puts some rails down assume, in what shape and density, how far from the spawn, does it have signals, crossings, stations, anything else? The description is void and i don't have time to test mods that se...
by Zaflis
Fri May 10, 2019 10:21 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 10442

Re: [MOD 0.17] Ore and plate compress

I'd like further discussions to go at merged mod page:
https://mods.factorio.com/mod/SimpleCompress

This took me all day... but i am pleased with the result 8-)
by Zaflis
Tue Apr 30, 2019 7:15 pm
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 10442

Re: [MOD 0.17] Ore and plate compress

I tried to use your mod, but I don't get anything showing up in game. No recipes, no errors, no crashes, no increase in stack size to the basic ores, nothing. This mod should have a research that will unlock the recipes. It should give some kind of warning if it has a dependency that doesn't exist ...
by Zaflis
Tue Apr 30, 2019 10:41 am
Forum: Mods
Topic: [MOD 0.17] Ore and plate compress
Replies: 39
Views: 10442

Re: [MOD 0.17] Ore and plate compress

https://mods.factorio.com/mod/omnimatter_compression I've played with it a couple times. There's even a planner tool to convert ore fields directly into compressed ores so miners will output them. Compressed assemblers etc. This is currently the most comprehensive one, but it might have too much stu...

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