Search found 457 matches

by IronCartographer
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

Re: Hotkey to replace existing structures with blueprint

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.
by IronCartographer
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...
by IronCartographer
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...
by IronCartographer
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...
by IronCartographer
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!
by IronCartographer
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...
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: 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
by IronCartographer
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...
by IronCartographer
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...
by IronCartographer
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...
by IronCartographer
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

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: 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...
by IronCartographer
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...
by IronCartographer
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:
market.png
market.png (707.71 KiB) Viewed 561 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: 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...
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: 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...
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: 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
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: 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. :|
by IronCartographer
Fri May 15, 2020 3:28 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 28907

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: 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...

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