Search found 96 matches

by dewiniaid
Thu Nov 30, 2017 8:41 am
Forum: Modding discussion
Topic: Properly selecting items from the quickbar via mod
Replies: 1
Views: 490

Properly selecting items from the quickbar via mod

I'm working on a mod to add a keybinding to quickly swap between related items (e.g. transport belt -> splitter -> underground belt, or transport belt -> fast transport belt -> express transport belt). It's my first foray into Factorio modding, but I have some (outdated) Lua knowledge and a solid so...
by dewiniaid
Tue Nov 21, 2017 4:32 am
Forum: Ideas and Suggestions
Topic: Allow drag-and-drop of blueprint components onto icons.
Replies: 2
Views: 838

Allow drag-and-drop of blueprint components onto icons.

When creating a blueprint, you can choose up to 4 icons (of which the game makes a passable attempt at guessing at), and there's a convenient display of all of the blueprint components. To save some time, it should be possible to drag a component's icon into one of the one of the blueprint icons to ...
by dewiniaid
Fri Oct 13, 2017 8:13 pm
Forum: Ideas and Suggestions
Topic: Highlight changed/matching items in player inventories
Replies: 7
Views: 1898

Re: Highlight changed/matching items in player inventories

Today's FFF reminded me of this post, so I'm bumping it so that it might get some attention with the upcoming UX overhaul.
by dewiniaid
Fri Aug 25, 2017 6:31 am
Forum: Not a bug
Topic: Sideloaded belts do not always pulse items to circ. network
Replies: 5
Views: 978

Re: Sideloaded belts do not always pulse items to circ. network

Thanks for the report however this is working correctly. It even says it in the tooltip: http://i.imgur.com/jwPEGIs.jpg I respectfully disagree, for two reasons: 1. It's not intuitive that another belt counts as "an external entity" 2. It still counts some (but not all!) of the items, whi...
by dewiniaid
Fri Aug 25, 2017 2:10 am
Forum: Not a bug
Topic: Sideloaded belts do not always pulse items to circ. network
Replies: 5
Views: 978

Sideloaded belts do not always pulse items to circ. network

If a belt is being sideloaded -- and is configured to output its contents to the circuit network using "Pulse", it is possible that not all items will be output. It looks like that the issue occurs when items are 'nudged' in order to fit an item being sideloaded. Setup: The two wired belt ...
by dewiniaid
Wed Apr 05, 2017 12:10 am
Forum: Ideas and Suggestions
Topic: Half automatic / half manual train driving
Replies: 15
Views: 3431

Re: Half automatic / half manual train driving

Idea: A "navigate to" feature that lets you select any place a signal could potentially be (pretending that trees and other obstructions aren't there) and tells the train you're in to drive to that location and stop. The signal selection bit means it can automatically handle details like w...
by dewiniaid
Mon Mar 27, 2017 5:35 pm
Forum: Gameplay Help
Topic: Filter Inserter Limitation
Replies: 6
Views: 2025

Re: Filter Inserter Limitation

Are you filtering from a belt? If so, you can filter as many items as you want with just one constant combinator: Wire the inserter, the belt it pulls from (and maybe one tile away), and the combinator together. Set the belts to output contents, on hold (not pulse). Set the combinator to output -999...
by dewiniaid
Mon Mar 27, 2017 5:18 pm
Forum: Balancing
Topic: Inserters and Fast Inserters
Replies: 6
Views: 1727

Re: Inserters and Fast Inserters

I still extensively use regular inserters when inserter speed isn't the cause of any production delays -- they're cheaper and more power efficient. Before modules, they're useful for the outputs for anything that takes more than 1.5 seconds to produce and for the inputs to those same buildings (depe...
by dewiniaid
Mon Mar 27, 2017 4:38 pm
Forum: Ideas and Suggestions
Topic: Auto-Toggle Mods When Switching Between Diff. Saves or MP
Replies: 23
Views: 4254

Re: Auto-Toggle Mods When Switching Between Diff. Saves or MP

You can tell Factorio to launch with a different mod folder or configuration file (but not save folder​, oddly enough, unless you override it in the config file). So we're halfway there with the ability to make multiple shortcuts to Factorio that run different sets of mods. I'd love the ability to c...
by dewiniaid
Mon Mar 27, 2017 4:19 pm
Forum: Ideas and Suggestions
Topic: Highlight changed/matching items in player inventories
Replies: 7
Views: 1898

Re: Highlight changed/matching items in player inventories

I like this dimming instead of highlighting. I always oversee the orange one. Greetings steinio I always miss the default highlighting too, but the idea here is that the dimming only applies when it's very clear you're looking for something -- it's too sharp of a difference otherwise and would be v...
by dewiniaid
Mon Mar 27, 2017 4:12 pm
Forum: Ideas and Suggestions
Topic: Grief tracking: Bare ground reports item removal
Replies: 18
Views: 2284

Re: Grief tracking: Bare ground reports item removal

ssilk wrote:PS: I think deep in my heart I'm a griefer. :)
You have to be able to think like the enemy to predict the enemy.
by dewiniaid
Sun Mar 26, 2017 6:18 pm
Forum: Ideas and Suggestions
Topic: Highlight changed/matching items in player inventories
Replies: 7
Views: 1898

Highlight changed/matching items in player inventories

Sometimes -- particularly when my inventory is cluttered -- I have difficulty trying to find items that I already have or just finished crafting. Thus, I'd like to suggest a few quality-of-life improvements to the inventory as an option: When opening the inventory: Highlight new item stacks that hav...
by dewiniaid
Fri Mar 24, 2017 8:00 am
Forum: Gameplay Help
Topic: Possible to change stack size for a specific item?
Replies: 4
Views: 2856

Re: Possible to change stack size for a specific item?

If you don't mind me asking, what exactly are you really trying to accomplish? It sounds like you're overproducing red science and want increase the stack size as a way to effectively discards your extras? This is a problem that can easily be solved with a tiny bit of circuit network usage. Why thro...
by dewiniaid
Thu Mar 23, 2017 4:44 pm
Forum: Modding discussion
Topic: Performance-wise questions / good practices
Replies: 12
Views: 2457

Re: Performance-wise questions / good practices

Not an expert on Lua or Factorio modding, but I am a developer. There's a variety of alternative solutions to this other than indexing a global table of events, depending on what your access pattern looks like. If events are infrequently created, you can use a linked list and sort upon insertion. Th...
by dewiniaid
Thu Mar 23, 2017 2:54 pm
Forum: Modding discussion
Topic: GUI modification
Replies: 8
Views: 2489

Re: GUI modification

Or if we could simply move the elements (or Vanilla allowed it as an option)

Keybinds for the second 20 slots would be handy too -- maybe ctrl-# and alt-#
by dewiniaid
Sat Mar 11, 2017 12:38 am
Forum: News
Topic: Friday Facts #181 - Calm before the storm
Replies: 77
Views: 25201

Re: Friday Facts #181 - Calm before the storm

Posted this on Steam as well, but: I don't think revoking current resold keys is a good option: It only punishes those who've bought the keys thinking they were legit, not those who actually sold them. A compromise solution going forward might be: Have future press keys be time limited Have "pr...

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