Right now we get this "cheese" land when painting terrain tiles over water, it is annoying to keep swapping between modes to use deconstruct tool and then browse the long list again of which style of grass you were making again...:
Search found 419 matches
- Mon Sep 14, 2020 6:52 pm
- Forum: Implemented Suggestions
- Topic: Auto-remove fishes when painting terrain in editor
- Replies: 3
- Views: 2273
- Sat Aug 15, 2020 9:33 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 467
- Views: 227148
Re: ModMyFactory - mod manager and more
MMF displays false warnings of missing dependencies when dependency is 0.18 and mod 1.0.
- Fri Aug 14, 2020 9:06 am
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 115740
Re: Friday Facts #360 - 1.0 is here!
Spidertron?!? (see 1.0 launch trailer)
- Sun Jun 07, 2020 6:24 am
- Forum: Ideas and Suggestions
- Topic: Improving usability of logistics slots
- Replies: 5
- Views: 1808
Re: Improving usability of logistics slots
4: against all conventions. look how operating system / forms in browsers work. You need a really good reason to do that and I don’t see it here, because the current behavior is also “right” in its kind of logic. As far as i can see, all established conventions work as i'm suggesting; they scroll w...
- Sun Jun 07, 2020 5:20 am
- Forum: Ideas and Suggestions
- Topic: Improving usability of logistics slots
- Replies: 5
- Views: 1808
Re: Improving usability of logistics slots
2) You are forgetting that item in hand is not actually there, it's a reference to inventory. There's no issue of space. It's just the same as pressing Q, except if i remember right, Q does nothing while that UI is open. Think of anything you would do with the item in hand after setting the filter. ...
- Fri Jun 05, 2020 12:43 pm
- Forum: Ideas and Suggestions
- Topic: Improving usability of logistics slots
- Replies: 5
- Views: 1808
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: 10221
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: 816
[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: 59374
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: 59374
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: 4046
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: 11870
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: 11870
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: 11870
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: 985
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: 46119
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: 56318
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: 1150
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: 1150
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: 1150
[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...