Search found 457 matches

by IronCartographer
Fri Sep 08, 2023 8:52 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 826
Views: 182097

Re: Friday Facts #375 - Quality

Also, humongous cringe at the fact, that there are dev replies on reddit, but 0 dev replies on the forum. I look forward to the next time corporate overlords/reddit mods decide to lock it down. You could phrase this positively by wishing for more engagement on these forums and support for the indep...
by IronCartographer
Fri Sep 08, 2023 8:16 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 826
Views: 182097

Re: Friday Facts #375 - Quality

Kovarex had added kovarex process to every item in the game :( . While this may promote mastery of recirculation by those who built a kovarex enrichment loop without fully considering the implications, I share your concern that it is basically the same thing on a larger scale in terms of the actual...
by IronCartographer
Fri Jun 16, 2023 6:19 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.84] Single drop coal into furnaces/drills dont work with double binds
Replies: 9
Views: 4240

Re: [1.1.84] Single drop coal into furnaces/drills dont work with double binds

In the next version after that, I am considering applying the fix to the "pick up items" action only, which should fix the first issue also and keep speed-runners happy, who only need this behavior for the "drop items" action, right? To confirm, this change would mean that for m...
by IronCartographer
Fri Nov 25, 2022 7:19 pm
Forum: Ideas and Suggestions
Topic: Factorio command line to start a certain modlist
Replies: 7
Views: 17887

Re: Factorio command line to start a certain modlist

Bumping this thread as I had the same realization recently; avoiding a duplicate post. tl;dr: Add --mod-list command line parameter to use a different .json file than the default mod-list.json! Edit: And a --mod-settings parameter too...whoops! factorio.exe --mod-list PATH\alternate-mod-list.json Th...
by IronCartographer
Tue Jul 26, 2022 1:28 pm
Forum: Releases
Topic: Version 1.1.62
Replies: 18
Views: 17478

Re: Version 1.1.62

The audio seems much improved in clarity, especially evident in a test save I created a long time ago with a Warptorio platform and huge attack waves against a dense turret array. I noticed some oddities with massive numbers of explosions (chain-detonating explosive nests) being completely silent (a...
by IronCartographer
Sun Jul 24, 2022 5:51 pm
Forum: Ideas and Suggestions
Topic: Logistics chest filter alt-mode visibility
Replies: 5
Views: 2269

Re: Option to show Storage Chest Filters

Edit: I'd like to point out that I added this to an existing thread even though it wasn't the original here. :lol: TL;DR Add an option to view the inventory filters of storage chests in alt mode. What ? Chest inventories are currently displayed with a dark background. Filters could be displayed with...
by IronCartographer
Sun Mar 14, 2021 10:08 pm
Forum: Won't fix.
Topic: [1.1.27] Game crash while Discord overlay is turned on!
Replies: 2
Views: 1842

Re: [1.1.27] Game crash while Discord overlay is turned on!

Is there no way to display an error message giving a hint of the issue, or is the line in the log detecting the overlay the extent of the clues to the cause?

Helping resolve this issue felt like pure luck--but of course it was dependent on that message in the log...
by IronCartographer
Wed Feb 24, 2021 9:14 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.25] player.cursor_stack.set_stack does not check for bp reference
Replies: 1
Views: 2379

[1.1.25] player.cursor_stack.set_stack does not check for bp reference

If the player is holding a blueprint library reference, then set_stack is used on the player's cursor, it takes on undefined state that requires pressing Q twice to clear. Steps to reproduce: 1. Hold blueprint library blueprint in cursor 2. Run /c game.player.cursor_stack.set_stack{name = 'stone-fur...
by IronCartographer
Wed Feb 24, 2021 4:01 pm
Forum: Balancing
Topic: Spidertron speed buff
Replies: 44
Views: 24858

Re: Spidertron speed buff

I like the idea of player armor exoskeletons being able to augment the spidertron's movement, considering PLDs are not obstructed by riding a vehicle. In similar fashion, it would be nice if the spidertron could redirect its built-in reactor power to its grid when idle (not using energy by moving), ...
by IronCartographer
Mon Feb 22, 2021 2:53 am
Forum: Releases
Topic: Version 1.1.25
Replies: 14
Views: 20175

Re: Version 1.1.25

this sound distortion Something like this? 96343 Yes, thank you. The odd thing is that it happens both on an entirely different surface and surprisingly far away. But there are indeed flamethrowers on a surface near the origin coordinates (https://mods.factorio.com/mod/warptorio2 platform defenses).
by IronCartographer
Sun Feb 21, 2021 9:38 am
Forum: Releases
Topic: Version 1.1.25
Replies: 14
Views: 20175

Re: Version 1.1.25

I don't know if anyone has noticed, but I think there is a little sound error sometimes at certain times ... You hear moments like a small audio distortion ... in previous versions it had nothing, but in this one I noticed it yesterday when I installed it. The PC is not because I try some other gam...
by IronCartographer
Mon Feb 15, 2021 9:34 pm
Forum: Releases
Topic: Version 1.1.22
Replies: 9
Views: 13622

Re: Version 1.1.22

Lowered editor surface changing shortcut to not be in the way if Control + <number> is used for something. (https://forums.factorio.com/96121) Didn't know there was a surface-selection hotkey for the editor. Missed that somehow. Time to take my own frequent advice for new players and read the hotke...
by IronCartographer
Sat Jan 30, 2021 6:53 pm
Forum: Implemented Suggestions
Topic: Keyboard Shortcut for Train Grid Interface
Replies: 16
Views: 6424

Re: [1.1.19] Train GUI shortcut

Older thread here: viewtopic.php?f=6&t=94231

I’ve merged that with this topic — ssilk
by IronCartographer
Fri Jan 29, 2021 10:02 pm
Forum: Implemented Suggestions
Topic: Keyboard Shortcut for Train Grid Interface
Replies: 16
Views: 6424

Re: [1.1.19] Train GUI shortcut

Sounds good. I could see it being useful as Shift-T, or even unbound by default.
by IronCartographer
Thu Jan 14, 2021 11:22 am
Forum: Releases
Topic: Version 1.1.9
Replies: 20
Views: 16533

Re: Version 1.1.9

"Minor Features" automatic underground belts and rotation ... you call that 'minor' feature? Thanks guys! Major features are entire game systems--collections of mechanics. Much like the no-sales policy, integer pricing, and staying on alpha versions for so long...Factorio keeps things rea...
by IronCartographer
Wed Jan 13, 2021 5:29 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.8] Editor controller GUI infinity filter category selection fails
Replies: 1
Views: 1893

[Rseding91] [1.1.8] Editor controller GUI infinity filter category selection fails

With multiple mods adding their own categories for items (resulting in an overflow to a second row), the editor controller's infinity filter selection UI will no longer switch category. Instead of switching, multiple categories become selected with the yellow highlight. Attached save is an example, ...
by IronCartographer
Thu Jan 07, 2021 2:27 pm
Forum: Releases
Topic: Version 1.1.7
Replies: 25
Views: 20744

Re: Version 1.1.7

keks244 wrote:
Thu Jan 07, 2021 1:42 pm
Please bring back the Rocket count UI :cry:
https://mods.factorio.com/mod/rocket-silo-stats
Jorn86 wrote:
Thu Jan 07, 2021 2:16 pm
Does 'mobile' mean spidertron / other vehicle grid roboports? If not, then what does it mean?
Yes.
by IronCartographer
Wed Dec 16, 2020 6:06 am
Forum: Implemented in 2.0
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 44884

Re: Hotkey to replace existing structures with blueprint

this could be improved with a 'deconstruction blueprint' for saving tiles or entities you want removed in an area stamp. This would be amazing for creating 2 stage blueprints. one that includes construction 'scaffolding' like roboports and storage chests, then you just stamp the 'clean up' deconstr...
by IronCartographer
Wed Dec 02, 2020 6:30 pm
Forum: Not a bug
Topic: [1.1.3] Unexpected behaviour when draging power poles
Replies: 4
Views: 2122

Re: [1.1.3] Unexpected behaviour when draging power poles

I've been experiencing this with Inbuilt Lighting mod. Thank you for pointing out it is modded behavior; I will look into solutions with entity flags and such.

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