Also somewhat related is some of the behavior in this mod: https://mods.factorio.com/mod/GhostBuster
I am unsure at this time whether such changes would be universally beneficial or potentially cause problems, however.
Search found 457 matches
- Tue Oct 06, 2020 7:38 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 44893
- Sat Sep 26, 2020 5:05 pm
- Forum: Ideas and Suggestions
- Topic: Holding repair pack = Highlight repairable entities
- Replies: 1
- Views: 732
Holding repair pack = Highlight repairable entities
TL;DR Health bars can be hard to see, so highlighting / making them more prominent while holding a repair pack would be a great addition. What ? health bar repair.png There's a health bar "visible" here, even with the character in the way...but you can imagine how easily this would hide w...
- Wed Sep 09, 2020 9:27 pm
- Forum: Ideas and Suggestions
- Topic: "Each" Signal Choice as Stack Size Control Signal
- Replies: 22
- Views: 8956
Re: Set filter inserter stack size based on filter signals when control signal is blank
Edit: This was posted in a different thread and merged into this one. The Each solution is an interesting concept. How would this work with multiple signals received? Taking the maximum or minimum value is costly, so there's a reason why combinators don't support it. If it only works with one signal...
- Fri Aug 21, 2020 10:31 pm
- Forum: Modding interface requests
- Topic: LuaSurface.get_expansion_probability()
- Replies: 0
- Views: 485
LuaSurface.get_expansion_probability()
I would like a way to read the probability with which the chunk at a location is a candidate for biter expansion. While this is possible to emulate with lua, it would be much more efficient to do so using the built-in system for generating the metadata. Motivation: A mod to dynamically adjust the bi...
- Fri Aug 07, 2020 4:16 pm
- Forum: Releases
- Topic: Version 0.18.45
- Replies: 8
- Views: 40664
Re: Version 0.18.45
Inserters sound spring-loaded rather than dental scraping now, and lasers are pleasant to hear.
Good audio changes, thank you!
Good audio changes, thank you!
- Wed Jul 29, 2020 6:43 pm
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 19605
Re: Version 0.18.37
Excited for these changes! Features Most of the blueprint tools manipulation in the blueprint library is part of a multiplayer latency hiding. What does this mean? It means that the blueprint UI will appear more responsive, as it can show you feedback for your action before the server responds to c...
- Wed Jul 29, 2020 6:02 pm
- Forum: Minor issues
- Topic: on_area_cloned an automatic locomotive changes to manual
- Replies: 2
- Views: 1228
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
- Fri Jul 24, 2020 11:50 pm
- Forum: Ideas and Suggestions
- Topic: "Recipe to blueprint" hotkey
- Replies: 4
- Views: 2130
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...
- Thu Jul 23, 2020 10:09 pm
- Forum: Ideas and Suggestions
- Topic: "Recipe to blueprint" hotkey
- Replies: 4
- Views: 2130
"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...
- Fri Jul 17, 2020 10:58 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 61537
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...
- Fri Jun 26, 2020 5:39 pm
- Forum: News
- Topic: Friday Facts #353 - Trailer update
- Replies: 38
- Views: 21720
Re: Friday Facts #353 - Trailer update
It could easily (and probably should) include "Factorio 0.X, <YEAR>" for the various snapshots, but that should not need translation either.
- Sat Jun 20, 2020 1:29 am
- Forum: General discussion
- Topic: Criticism of the 0.18.32 fluid mixing changes.
- Replies: 11
- Views: 5458
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...
- Sat Jun 20, 2020 1:07 am
- Forum: Implemented Suggestions
- Topic: Fluid Tank fluid count rounding
- Replies: 14
- Views: 7220
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...
- Sat May 30, 2020 9:26 am
- Forum: Ideas and Suggestions
- Topic: Market GUI search
- Replies: 0
- Views: 561
Market GUI search
For consistency's sake (and potential modded situations) the market UI could use a search field:
- Sat May 30, 2020 3:46 am
- Forum: Ideas and Suggestions
- Topic: Better readability for big numbers on tooltip
- Replies: 3
- Views: 1512
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...
- 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: 2473
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...
- 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: 2473
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
- 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: 2473
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.
The bug may have been resolved, but it was by amputation, and at the expense of modded electricity handling efficiency.
- Fri May 15, 2020 3:28 pm
- Forum: News
- Topic: Friday Facts #347 - New hope demo levels
- Replies: 54
- Views: 28907
- Sat May 02, 2020 7:04 am
- Forum: Gameplay Help
- Topic: Radars marked for deconstruction eventually loose that marking?
- Replies: 5
- Views: 1786
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...