Search found 260 matches

by Omnifarious
Tue Mar 17, 2020 5:45 pm
Forum: Releases
Topic: Version 0.18.13
Replies: 57
Views: 13992

Re: Version 0.18.13

"Open equipment grid" has a different size and missing the close button, search button and the text "Inventory". Yes, this GUI hasn't been polished yet Another thing I noticed is that while there are roboport toggle and exoskeleton buttons in the little toggle button bar at the ...
by Omnifarious
Sun Mar 15, 2020 6:32 am
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 23192

Re: Friday Facts #338 - The (real) Character GUI

I often autotrash all wood, coal, and the various ores. I hardly ever request it. It might be nice to not have a limit on the slots you can have 0 requests for. There is no limit on auto trash. You may setup auto trash for any amount of different items. Limit is in trash slots itself. Auto trash is...
by Omnifarious
Sat Mar 14, 2020 7:12 am
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 23192

Re: Friday Facts #338 - The (real) Character GUI

I often autotrash all wood, coal, and the various ores. I hardly ever request it. It might be nice to not have a limit on the slots you can have 0 requests for. Also, one of my big rewards for researching utility science is increasing the number of request slots. I'm worried this will make utility s...
by Omnifarious
Fri Mar 13, 2020 4:12 am
Forum: Releases
Topic: Version 0.18.10
Replies: 16
Views: 11118

Re: Version 0.18.10

Added Instrument Mode to support mod development tools. I want more details on this, please. You can find more info in the doc page for it . It was added to support my mod debugger , but I also planned for it to be used by other tools. Someone (maybe me, but it's doubtful) should add support for GU...
by Omnifarious
Tue Feb 18, 2020 10:13 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 11279

Re: Version 0.18.7

Schallfalke wrote:
Tue Feb 18, 2020 10:06 pm
I enabled all of my "Schall"-brand mods, and still got 60 UPS on battlefield screen of my megabase save in 0.18.6.

But when updated to 0.18.7, the battlefield screen drops to 20-25 UPS.
Do you mean FPS or are you really referring to UPS?
by Omnifarious
Tue Feb 18, 2020 5:49 pm
Forum: Releases
Topic: Version 0.18.7
Replies: 39
Views: 11279

Re: Version 0.18.7

thanks for keeping the game updated. However I must give some Feedback to the sounds that are being changed, because they get consistently worse since 0.18. I gave this some time to get used to the new sounds, but even after a month I still feel like there are a lot of flaws. I have to agree. I hav...
by Omnifarious
Thu Feb 06, 2020 6:23 pm
Forum: Releases
Topic: Version 0.18.4
Replies: 22
Views: 11371

Re: Version 0.18.4

There are two mods that are non-game changing (well, one is a tiny bit game changing) that I think would add a lot of polish to the game, and who's ideas I think should be incorporated. The one that's a tiny bit game changing and is the one that I think would add the most is MushroomCloud (which has...
by Omnifarious
Fri Dec 27, 2019 5:45 am
Forum: Railway Setups
Topic: Four-way roundabout junction (hopefully deadlock-free)
Replies: 22
Views: 15260

Re: Four-way roundabout junction (hopefully deadlock-free)

I just created a 4 way roundabout junction that isolates the inner and outer rings. I don't have a picture handy, but here's the blueprint string: 0eNqdWtlO20AU/Rc/J2ju7JNfqVBFwaKWwKAkoCLEvzcLcQm57pwzTygQH47vvr13vx5e+uf1MG671Xs33D6Nm271473bDPfjzcP+d9u3575bdcO2f+wW3XjzuP+0vhkeuo9FN4x3/Z9uJR/Xi64ft8N2...
by Omnifarious
Thu Dec 12, 2019 3:17 pm
Forum: Ideas and Suggestions
Topic: [0.15] Preventing train rerouting when disabling a stop
Replies: 8
Views: 2160

Re: [0.15] Preventing train rerouting when disabling a stop

What I would love to see is an extension of the Enable/Disable logic: Send a train stop a value (rather than a bool) for how many trains are allowed to path toward it at that moment. I'm not sure how efficiently that could be implemented, but it would be a huge step toward logistic network trains i...
by Omnifarious
Thu Dec 12, 2019 6:42 am
Forum: Modding interface requests
Topic: Limit trains routed to a stop
Replies: 4
Views: 582

Re: Limit trains routed to a stop

This is actually something mentioned before, by myself and others: https://forums.factorio.com/viewtopic.php?p=258253#p258253 Given how much of a minefield train logic is, I wouldn't put too much weight on it happening...but it would be nice if there were a clean solution. Thanks for pointing me at...
by Omnifarious
Tue Dec 10, 2019 2:06 pm
Forum: Modding interface requests
Topic: Limit trains routed to a stop
Replies: 4
Views: 582

Re: Limit trains routed to a stop

Does anybody have any opinions on this? This seems like a fairly simple primitive, that if implemented, would enable a lot of things.
by Omnifarious
Sun Dec 08, 2019 10:02 am
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 22083

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

Yes, there is a toggle in the graphics settings. Though it pains my heart a little to see people jumping to turn it off - I hope you'll give it a chance at least :) Don't worry. I really like the tree animation and I won't be turning it off. I think some people just have very specific sensory issue...
by Omnifarious
Sun Dec 01, 2019 8:12 pm
Forum: Modding interface requests
Topic: Limit trains routed to a stop
Replies: 4
Views: 582

Limit trains routed to a stop

There is fundamental functionality that I feel is missing in Factorio that (given my very limited knowledge of the game internals) seems like it wouldn't be too hard to implement. This missing functionality results in mods that I think do too much (Train Supply Manager and Logistics Train Network) o...
by Omnifarious
Sat Oct 19, 2019 12:58 pm
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 12001

Re: Version 0.17.70

I would like to report that your signing efforts worked on the Mac. I've had a really difficult time with getting previous versions to work on a particular Mac that has had some really locked down policies because of my workplace. I had no such difficulties with the new version of the dmg. So, your...
by Omnifarious
Sat Oct 19, 2019 1:22 am
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 12001

Re: Version 0.17.70

I would like to report that your signing efforts worked on the Mac. I've had a really difficult time with getting previous versions to work on a particular Mac that has had some really locked down policies because of my workplace. I had no such difficulties with the new version of the dmg. So, your ...
by Omnifarious
Mon Sep 09, 2019 12:42 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 189763

Re: [MOD 0.17+] Industrial Revolution (WIP)

There's nothing in the EULA to prevent it as far as I know. I did experiment with Patreon but their model implies an ongoing commitment to work on something and it didn't really feel appropriate. If I could find a way to take one-off donations without broadcasting my real-world identity I'd be all ...
by Omnifarious
Fri Aug 16, 2019 11:28 am
Forum: Resolved Problems and Bugs
Topic: [0.17.65] Lab GUI research doesn't change when research changes
Replies: 1
Views: 1025

[0.17.65] Lab GUI research doesn't change when research changes

If you have the GUI for the lab open when the research changes, the research showing in the lab GUI doesn't change. If you close the lab GUI and re-open it again, it does change. This can be easily caused with the research queue. KoS originally discovered this bug on her "Winds of Change" ...
by Omnifarious
Wed Aug 14, 2019 4:15 pm
Forum: Releases
Topic: Version 0.17.65
Replies: 32
Views: 11657

Re: Version 0.17.65

KoS found a bug that I suspect would be simple to fix... If the research queue is active and a new research starts while you have the lab gui open, the icon for the current research in the lab GUI isn't updated. I haven't tested, but I suspect that in multiplayer you could make the same thing happen...
by Omnifarious
Sat Jul 27, 2019 8:35 am
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 23229

Re: Version 0.17.59

My point is that they are still more likely to try and get as much such game affecting things in before the first stable. (For instance there were hardly any such changes between the last two 0.16 stables : funnily enough, the most "controversial" change was the change for battery graphic...
by Omnifarious
Sat Jul 27, 2019 4:03 am
Forum: Releases
Topic: Version 0.17.59
Replies: 73
Views: 23229

Re: Version 0.17.59

You might have had a point if at least one stable 0.17 had already been released... (EDIT: I'm suspecting that they are wrapping up for it, and considering what kind of big changes they have to do now - considering that the next opportunity will be only in 0.18...) Based on their communications, I'...

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