Search found 769 matches

by ickputzdirwech
Sat Aug 20, 2022 6:18 am
Forum: Outdated/Not implemented
Topic: Make inserters be able to grab from another inserter while the items is in the air
Replies: 13
Views: 3147

Re: Make inserters be able to grab from another inserter while the items is in the air

I feel like some images could help understanding the problem you are facing and maybe even finding solutions that already exist in the game.
by ickputzdirwech
Sat Aug 20, 2022 5:55 am
Forum: Ideas and Suggestions
Topic: Matching colors in production statistics screen when filtering for science packs
Replies: 9
Views: 2090

Re: Matching colors in production statistics screen when filtering for science packs

Agreed. What I would change instead is, that each item has a consistent color/look all over the game. Because I think that’s the most irritating thing of all. The combination of color and different staggered lines or other things would give any item a unique look. Yeah I was about to post a similar...
by ickputzdirwech
Sat Aug 13, 2022 1:16 pm
Forum: Ideas and Suggestions
Topic: Matching colors in production statistics screen when filtering for science packs
Replies: 9
Views: 2090

Re: Matching colors in production statistics screen when filtering for science packs

See also Science as a tabsheet . They could implement it for the most obvious things and let modders do the rest. I think the graph is in general too convoluted so that most of the time you need to customise what it displays in order to make it readable. It however lacks a lot of options for that. M...
by ickputzdirwech
Wed Aug 10, 2022 2:41 pm
Forum: Ideas and Suggestions
Topic: Always capture trainstop names in blueprints
Replies: 22
Views: 8652

Re: train stations on by default

Having train fuel selected has no effect if trains are not also selected. The defaults are like this because they assume if you decide to check the trains box, you probably want fuel also. True. However I can imagine how it could confuse new players. I think a better solution would be to either hid...
by ickputzdirwech
Wed Aug 10, 2022 2:37 pm
Forum: Ideas and Suggestions
Topic: Always capture trainstop names in blueprints
Replies: 22
Views: 8652

Re: Always capture trainstop names in blueprints

[ick] Merged with older thread with the same suggestion.
by ickputzdirwech
Fri Jul 01, 2022 12:56 pm
Forum: Duplicates
Topic: [1.1.61] Hand icon doesn't change slot when switching item stack
Replies: 2
Views: 915

[1.1.61] Hand icon doesn't change slot when switching item stack

Steps to reproduce: - Open the player inventory - Take an item stack - Switch the item stack by clicking on another item stack The hand item will remain in the slot from where you took the first item stack. I would expect, that the hand icon switches to the new slot. It works as expected if you swit...
by ickputzdirwech
Tue Jun 28, 2022 11:25 am
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 126529

Re: German localization discussion

Fahrzeug finde ich ein sinnvolle Umschreibung. Zumindest unter die Definition vom Duden fällt auch definitiv ein Flugzeug: u. a. mit Rädern, Kufen oder Tragflächen ausgerüstete Konstruktion mit Eigen- oder Fremdantrieb zur Beförderung von Personen und Lasten Ansonsten würde ich noch Gefährt vorschla...
by ickputzdirwech
Fri Jun 17, 2022 5:05 am
Forum: News
Topic: [CLOSED] 2022 Mod Portal Survey
Replies: 19
Views: 6790

Re: 2022 Mod Portal Survey

I‘d suggest to just evaluate the question relative to each other and not individually. People just clicking anything because they didn’t want to answer the question in the first place will cancel out and the features that annoy the most people will be on the top of the list.
by ickputzdirwech
Thu Jun 16, 2022 11:04 am
Forum: Resolved Problems and Bugs
Topic: [1.1.60] No path message on cargo wagon instead of locomotive
Replies: 1
Views: 909

[1.1.60] No path message on cargo wagon instead of locomotive

I was messing around with trains today and I discovered the following weird behaviours: 1. When a train is pushed, the "no path" message appears on the first cargo waggon and not the locomotive. 2. The F4 show-train-no-path-details message returns an invalid train in this case. 3. When I t...
by ickputzdirwech
Tue May 24, 2022 5:15 pm
Forum: Implemented mod requests
Topic: alt_reverse_selection for Selection tools
Replies: 7
Views: 4009

Re: alt_reverse_selection for Selection tools

I won't deny that my specific use case might be a bit obscure. I think it's important to clarify that adding alt_reverse_selection would allow the following schema: do something do the opposite reverse 1 reverse 2 That the fourth option doesn't exists, feels like a whole in the matrix to me. Adding ...
by ickputzdirwech
Sun May 22, 2022 12:18 pm
Forum: Implemented mod requests
Topic: alt_reverse_selection for Selection tools
Replies: 7
Views: 4009

alt_reverse_selection for Selection tools

I would like to create a selection tool that does the following things: selection = Do something to all selected entities. reverse_selection = Do the opposite to all selected entities. alt_selection = Do something to all not selected entities. alt_reverse_selection = Do the opposite to all not selec...
by ickputzdirwech
Mon May 02, 2022 6:26 am
Forum: Modding help
Topic: How does technology_to_unlock work for Prototype/Shortcut?
Replies: 2
Views: 903

Re: How does technology_to_unlock work for Prototype/Shortcut?

Rather unexpectedly technology_to_unlock means the shortcut will be available if you researched that technology already in any game. It is used by the base game for the blueprint shortcuts that are supposed to be only available later in the game for new players, but right from the start for experien...
by ickputzdirwech
Fri Apr 22, 2022 6:17 pm
Forum: Resolved Problems and Bugs
Topic: [Tobias] Inserter message inconsistant with "full" destination
Replies: 4
Views: 3073

Re: Inserter message inconsistant with "full" destination

For reference see 99191. At least the thing about the burner mining drill was already reported.
by ickputzdirwech
Tue Apr 19, 2022 11:16 am
Forum: Modding interface requests
Topic: Actually, I want to create a machine with more than 255 frames of animation
Replies: 7
Views: 2244

Re: Actually, I want to create a machine with more than 255 frames of animation

As a very hacky workaround you could make multiple entities with parts of the animation and then replace them every few ticks. :twisted:
by ickputzdirwech
Tue Apr 19, 2022 6:55 am
Forum: Won't fix.
Topic: [kovarex] [0.18.45] Uranium electric drill ghost
Replies: 2
Views: 2132

Re: [kovarex] [0.18.45] Uranium electric drill ghost

Just stumbled upon this in-game and what strikes me as odd is that the electric mining drill ghost in your hand has the fluid inputs. Only when I place it down it changes to the normal miner ghost again.
by ickputzdirwech
Fri Apr 15, 2022 7:05 am
Forum: Modding discussion
Topic: Licensing question about interactions between mods
Replies: 13
Views: 3321

Re: Licensing question about interactions between mods

I think this is a reasonable answer: If the alterations are made by another mod within the Factorio environment, then those altered artifacts are *never distributed*. They are recreated each time the game is loaded on a particular machine. Most licenses on the mod portal only prohibit *distributing*...
by ickputzdirwech
Tue Mar 29, 2022 9:36 pm
Forum: Modding help
Topic: Is there any way for the data stage to effect the settings stage?
Replies: 9
Views: 3129

Re: Is there any way for the data stage to effect the settings stage?

On a related note: I would really like to be able to conditionally create runtime settings based on the value of a startup setting. My use case is a startup setting that enables a feature and multiple runtime settings to “fine tune” it. It really makes no sense having the runtime settings available ...
by ickputzdirwech
Tue Mar 29, 2022 3:00 pm
Forum: Modding interface requests
Topic: Requesting an event for when a cutscene ends
Replies: 5
Views: 1834

Re: Requesting an event for when a cutscene ends

I would like to request an event called on_player_controller_changed or something similar. As I understand it this could solve the issue presented here as well (that's why I am posting here). My use case is that I want to know when another mod changes the controller. There already is on_player_toggl...

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