Search found 431 matches

by IronCartographer
Wed Jul 29, 2020 6:02 pm
Forum: Minor issues
Topic: on_area_cloned an automatic locomotive changes to manual
Replies: 2
Views: 550

Re: on_area_cloned an automatic locomotive changes to manual

Relatedly: After a train is cloned, it continues to show notifications at its previous location, if you manually set it back to automatic so it tries repathing.
pic
by IronCartographer
Fri Jul 24, 2020 11:50 pm
Forum: Ideas and Suggestions
Topic: "Recipe to blueprint" hotkey
Replies: 4
Views: 998

Re: "Recipe to blueprint" hotkey

How should that work, if this item can be produced in some entities? For example the three levels of assembly machines. It could make a blueprint book that lets you cycle through the machine options if there are multiple. Oh, nice. That's a built-in UI without additional considerations (localizatio...
by IronCartographer
Thu Jul 23, 2020 10:09 pm
Forum: Ideas and Suggestions
Topic: "Recipe to blueprint" hotkey
Replies: 4
Views: 998

"Recipe to blueprint" hotkey

TL;DR New hotkey / UI element to quickly create a clipboard/temporary blueprint for ghosting down a machine with the recipe already set, directly from the crafting menu , skipping the step of placing the machine and searching for the recipe in it [again]. What ? Instead of: Searching for the recipe...
by IronCartographer
Fri Jul 17, 2020 10:58 pm
Forum: News
Topic: Friday Facts #356 - Blueprint library for real
Replies: 123
Views: 33188

Re: Friday Facts #356 - Blueprint library for real

The ending of the intro is incredibly heartwarming. Such tales of personal life struggles and recovery illustrate just how humanity finds strength in the diversity of perspectives and interactions we bring to the table together. Remembering the human in all things, even as we unleash the power of au...
by IronCartographer
Fri Jun 26, 2020 5:39 pm
Forum: News
Topic: Friday Facts #353 - Trailer update
Replies: 38
Views: 12233

Re: Friday Facts #353 - Trailer update

ytsejam wrote:
Fri Jun 26, 2020 5:34 pm
It's a visual experience, there's no narration, no text, and no indication they intend to include those in the new trailer.
It could easily (and probably should) include "Factorio 0.X, <YEAR>" for the various snapshots, but that should not need translation either. ;)
by IronCartographer
Sat Jun 20, 2020 1:29 am
Forum: General discussion
Topic: Criticism of the 0.18.32 fluid mixing changes.
Replies: 11
Views: 3001

Re: Criticism of the 0.18.32 fluid mixing changes.

For what it's worth, I was reinventing the wheel, as others posted multi-fluid single-pipe refinery outputs ages before the mixing was disabled. The main point I would like to make is that feeding flamethrower turrets is a good argument for being able to mix fluids (upgrading from lower damage bonus...
by IronCartographer
Sat Jun 20, 2020 1:07 am
Forum: Implemented Suggestions
Topic: Fluid Tank fluid count rounding
Replies: 14
Views: 3626

Re: Fluid Tank fluid count rounding

Also here to support the change to fluid rounding, at least within 0 < X < 1. If fluids were ever changed in the future to have full precision at the circuit level (unlikely, but who knows), this behavior would no longer be needed as any amount of fluid would create a non-zero signal...but if that n...
by IronCartographer
Sat May 30, 2020 9:26 am
Forum: Ideas and Suggestions
Topic: Market GUI search
Replies: 0
Views: 237

Market GUI search

For consistency's sake (and potential modded situations) the market UI could use a search field:
market.png
market.png (707.71 KiB) Viewed 237 times
by IronCartographer
Sat May 30, 2020 3:46 am
Forum: Ideas and Suggestions
Topic: Better readability for big numbers on tooltip
Replies: 3
Views: 702

Re: Better readability for big numbers on tooltip

It should show the exact values for as long as possible, so that you can differentiate between action taken between two times, and no action taken. Rounding removes this resolution and much of the value usefulness in certain circumstances. Similar issues have existed in other places with rounding, a...
by IronCartographer
Fri May 22, 2020 6:14 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.34] Energy input flow limit not respected by providers
Replies: 6
Views: 1407

Re: [0.15.34] Energy input flow limit not respected by providers

The base game's mechanics do change the flow rate of entities, with module effects and the special behaviors of the rocket silo for example. Interesting. A way to get around this limitation would be to "consume" energy with an invisible, arbitrarily moduled crafting machine and tracking re...
by IronCartographer
Fri May 22, 2020 5:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.34] Energy input flow limit not respected by providers
Replies: 6
Views: 1407

Re: [0.15.34] Energy input flow limit not respected by providers

It used to be writable per-entity at runtime, not just at the data stage. I apologize for necroing this topic; it was prompted by https://mods.factorio.com/mod/Induction ... 000b3f48e4
by IronCartographer
Fri May 22, 2020 5:03 pm
Forum: Resolved Problems and Bugs
Topic: [0.15.34] Energy input flow limit not respected by providers
Replies: 6
Views: 1407

Re: [0.15.34] Energy input flow limit not respected by providers

For the record, optimization removed the ability to do the desired control of electric flow without an on_tick event adjusting the electric buffer size.

The bug may have been resolved, but it was by amputation, and at the expense of modded electricity handling efficiency. :|
by IronCartographer
Fri May 15, 2020 3:28 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 16030

Re: Friday Facts #347 - New hope demo levels

billbo99 wrote:
Fri May 15, 2020 1:47 pm
I wonder how hard it would be to have the construction drones throw grenades to clear trees
Poison capsules avoid damaging infrastructure hidden by trees, and they cover a larger area at the same time. :)
by IronCartographer
Sat May 02, 2020 7:04 am
Forum: Gameplay Help
Topic: Radars marked for deconstruction eventually loose that marking?
Replies: 5
Views: 820

Re: Radars marked for deconstruction eventually loose that marking?

Essentially, it has come to my attention that the planner timers are all over the place with design balance at the moment. Blueprint ghosts: Infinite Destruction ghosts: 7 days Upgrade planner: Infinite Deconstruction planner: 5 hours On top of that, the only planner state with a visual timer (remna...
by IronCartographer
Fri Apr 10, 2020 9:16 pm
Forum: News
Topic: Friday Facts #342 - The new old tutorial
Replies: 38
Views: 10419

Re: Friday Facts #342 - The new old tutorial

I would love it if the scenario script had resource meteorites fall and create fresh deposits if you "failed," but understandably that could also give the wrong idea about how finite maps work in general. Just to confirm: The new old tutorial (First Steps) will end with the car, rather tha...
by IronCartographer
Fri Apr 03, 2020 7:55 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.17] Alt-F4 equals crash while dead
Replies: 1
Views: 1086

[0.18.17] Alt-F4 equals crash while dead

Crashes from the following steps after loading the attached save: 1. Nuke self 2. Hit Respawn 3. Alt-F4 before the respawn timer finishes In case it hasn't been incorporated into your workflow yet, consider loading the game with the mods outside of debug mode so it's faster, then falling back to the...
by IronCartographer
Wed Mar 25, 2020 7:14 pm
Forum: Won't implement
Topic: /swap-players event handler
Replies: 3
Views: 850

/swap-players event handler

Using /swap-players breaks some mods without a clean way to handle it. Discovered as a result of Klonan's Construction Drones ceasing to function.
by IronCartographer
Mon Mar 23, 2020 7:27 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 51687

Re: Friday Facts #339 - Beacon HR + Redesign process

A frame of animation from the beacon in Factorio 0.6, for historical perspective:
basic-beacon.png
basic-beacon.png (43.07 KiB) Viewed 5224 times
The return to electrical arcs (blue here, across the top and somewhat in the middle) is an interesting cycle of design iteration.
by IronCartographer
Mon Mar 23, 2020 10:07 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 51687

Re: Friday Facts #339 - Beacon HR + Redesign process

I do like the idea of a design that has some openness to it, allowing visibility of the ground tiles underneath. That would help beacons blend into the background aesthetic of choice, re-focusing the overall appearance of a production area on the production machines themselves. Another thing that oc...
by IronCartographer
Sun Mar 22, 2020 3:20 pm
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 51687

Re: Friday Facts #339 - Beacon HR + Redesign process

Improving the speed and efficiency of a machine by transmitting 'signals' to it never made much sense to me. Why not represent beacons as external cooling and waste-heat recovering units? With several pipes running into the ground, hinting at underground connections to nearby buildings (or perhaps ...

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