Search found 384 matches

by IronCartographer
Tue Feb 04, 2020 8:21 am
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 6711

Re: Friday Facts #332 - More sounds & Map color tweaks

- Wood chopping: Of the multiple chopping sounds, the new ones are less satisfying compared to the old chopping sound. ... Also possibly a bug: - Double sound when getting items out of a chest / putting in a chest with opening inventory and ctrl / shift clicking a stack. Sounds like there's both a ...
by IronCartographer
Sat Feb 01, 2020 10:00 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 6711

Re: Friday Facts #332 - More sounds & Map color tweaks

For example we now have the listener position on the centre of the screen by default ...Where was it before? At your character. The change makes it so that map view gives you the ability to hear things at a distance. Somewhat concerned about the possibility of missing out on important sound next to...
by IronCartographer
Fri Jan 31, 2020 6:31 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 6711

Re: Friday Facts #332 - More sounds & Map color tweaks

As far as I'm aware, the player normally uses only the best type of combat robot they have available. It may not be as common now, but the oldschool common practice was maxing out on destroyers, and throwing distractors in all directions to ... do exactly what their name suggests. 8-) So while defe...
by IronCartographer
Fri Jan 31, 2020 5:11 pm
Forum: News
Topic: Friday Facts #332 - More sounds & Map color tweaks
Replies: 53
Views: 6711

Re: Friday Facts #332 - More sounds & Map color tweaks

Regarding map colors, there's some question about consistency with previous definitions on a technical level: I don't get why they put the new pipe, beacon, etc colors in default_color_by_type, when all the other unique building types are in default_friendly_color_by_type Maxreader is responsible fo...
by IronCartographer
Fri Jan 31, 2020 5:05 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 66
Views: 4937

Re: Request: Max number of trains for stations

I can snip too :evil: Don't take that sort of thing personally--it's meant as a courtesy to others, putting in extra effort to create a direct reference without flooding the forum page with the entire contents of every message over and over. Anyway, I did suggest the mechanic of an additional check...
by IronCartographer
Wed Jan 29, 2020 11:12 am
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 66
Views: 4937

Re: Request: Max number of trains for stations

I would expect the same behavior when the other station can not be repathed to because it's locked down because of "max number" reached. That is not the behavior boskid has been testing. If you do want to prevent trains from getting stuck with " Destinations full " on the main line, you can either ...
by IronCartographer
Tue Jan 28, 2020 11:27 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 66
Views: 4937

Re: Request: Max number of trains for stations

Some of inbound train limit effects are possible to produce with circuit-controlled signals if you wire up every branch of every stacker where a train might be waiting, but it will not affect trains that are moving and potentially re-pathing with a resulting overload of simultaneous trains. This is...
by IronCartographer
Mon Jan 27, 2020 7:10 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 66
Views: 4937

Re: Request: Max number of trains for stations

Firstly, for clarity let's try to use Train Stop for a specific destination, and Station for all possibly scheduled stops of the same name. It may be a bit late to introduce that formality, but it's good to avoid confusion where possible. A train stop max-inbound-cap (ideally set by circuit network)...
by IronCartographer
Wed Jan 22, 2020 6:54 am
Forum: Ideas and Suggestions
Topic: Return the object avoidance mode for ghost rail building
Replies: 21
Views: 1680

Re: Return the object avoidance mode for ghost rail building

Object avoidance mode is in the game again, activated with Ctrl instead of Shift for the rail planner.

I found this thread while trying to remember where its reintroduction was mentioned, only to discover how few people know about it...

Discoverability truly is one of Factorio's greatest challenges.
by IronCartographer
Fri Jan 10, 2020 8:21 pm
Forum: News
Topic: Friday Facts #329 - Campaign reassessment
Replies: 78
Views: 9153

Re: Friday Facts #329 - Campaign reassessment

It may be possible to do a hybrid between types 1 and 2. Like, when the first part is done and red science is running have a "cutscene" sort of thing that results in the player being pushed away from their base for whatever story reason, there is now water in the way of their going back, and they h...
by IronCartographer
Sat Jan 04, 2020 1:38 am
Forum: News
Topic: Friday Facts #328 - 2019 recap
Replies: 20
Views: 5595

Re: Friday Facts #328 - 2019 recap

Either he's drowning in all the steam money or kovarex is up to something new. As mentioned on the reddit discussion: WoW Classic ate a chunk of his time around its August release, and even without that he makes high-level decisions about game design even when not making commits directly. See also:...
by IronCartographer
Sat Dec 28, 2019 12:35 am
Forum: News
Topic: Friday Facts #327 - 2020 Vision
Replies: 128
Views: 15923

Re: Friday Facts #327 - 2020 Vision

Glad to hear the tutorial situation is being revisited. Continuity and careful consideration are great, but I always felt something was lost in the switch from the old tutorial campaign. It's hard to explain, but it had a lot to do with the pre-built structures giving tiny design hints rather than r...
by IronCartographer
Fri Dec 13, 2019 6:20 pm
Forum: News
Topic: Friday Facts #325 - New Explosions and Particles
Replies: 54
Views: 7808

Re: Friday Facts #325 - New Explosions and Particles

I love these new destruction effects. One problem with destruction of entities in Factorio is that once robots are unlocked, destroyed entities are instantly replaced by ghosts so that the robots will rebuild them. This interferes with the visual effect at the moment of destruction. Possible soluti...
by IronCartographer
Wed Dec 11, 2019 10:28 pm
Forum: Resolved Problems and Bugs
Topic: [boskid][0.17.79] Crash from modded vehicle grid attacking itself
Replies: 4
Views: 653

[boskid][0.17.79] Crash from modded vehicle grid attacking itself

While riding a vehicle with Schall's Gun Pods installed and active, change player's force to "enemy" and a crash to desktop results once the vehicle destroys itself. Personal laser defenses do not cause the crash if used in the vehicle's grid instead, though they do still attack and destroy the vehi...
by IronCartographer
Wed Dec 11, 2019 9:56 pm
Forum: Modding interface requests
Topic: Limit trains routed to a stop
Replies: 4
Views: 357

Re: Limit trains routed to a stop

This is actually something mentioned before, by myself and others: viewtopic.php?p=258253#p258253

Given how much of a minefield train logic is, I wouldn't put too much weight on it happening...but it would be nice if there were a clean solution.
by IronCartographer
Wed Dec 11, 2019 9:37 pm
Forum: Modding interface requests
Topic: Teleportation event handler, entity prototype flag
Replies: 0
Views: 103

Teleportation event handler, entity prototype flag

Picker Dollies implements a custom event which provides other mods with {player_index, moved_entity, start_pos} when it teleports something. It also provides a blacklist for entities never to be teleported. It would be useful for generic mod compatibility if there were an official event for teleport...
by IronCartographer
Wed Dec 11, 2019 9:29 pm
Forum: Modding interface requests
Topic: Please provide player's cursor position or a way to highlight around the cursor
Replies: 12
Views: 552

Re: Please provide player's cursor position or a way to highlight around the cursor

Rseding91 wrote:
Wed Dec 11, 2019 9:24 pm
I just haven't figured out how that would interact with already-built entities and such.
Does this refer to potential interactions like custom filtering of highlighting for entities that would overlap the area?
by IronCartographer
Fri Dec 06, 2019 2:49 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 15485

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

So... now that we've had these optimizations, what is now the slowest part of the Factorio tick? The things that you build, meaning what a given save/map is doing, will determine this at any given time. The scaling factor for each entity and network of interactions would probably be non-trivial to ...
by IronCartographer
Sun Nov 17, 2019 12:46 pm
Forum: Modding interface requests
Topic: post-dependencies-loaded event
Replies: 10
Views: 538

Re: post-dependencies-loaded event

His mod is the one being depended on, so his on_init fires, then the other mod's, then any other mods that lists his as a dependency. He wants a way to then do something after all of the dependencies have loaded. It's not completely unreasonable, but it has very few uses. I've been talking with Pyr...
by IronCartographer
Fri Nov 08, 2019 4:40 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 21915

Re: Friday Facts #320 - Color correction

I like most of the changes side-by-side, and I've definitely heard complaints about the game being too dark. That said, the map could do with slightly less saturation on its terrain colors, focusing on functionality so the colors take a backseat to displaying other important features (resources, bui...

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