Search found 196 matches

by jamiechi1
Sat Aug 15, 2020 3:28 pm
Forum: Not a bug
Topic: [0.18.47] Downgrading AM3 to AM2 via upgrade planner leaves 4 modules in the new AM2.
Replies: 4
Views: 1055

Re: [0.18.47] Downgrading AM3 to AM2 via upgrade planner leaves 4 modules in the new AM2.

I'll see if I can repro this later today. I have a lot of mods, so this could be a result of that. Edit: Looks like I left out an important repro step. This happens when I downgrade the AM3's to AM2's from within a blueprint. I created a simple blueprint with a couple of AM3's. I then clicked the gr...
by jamiechi1
Sat Aug 15, 2020 8:41 am
Forum: Not a bug
Topic: [0.18.47] Downgrading AM3 to AM2 via upgrade planner leaves 4 modules in the new AM2.
Replies: 4
Views: 1055

[0.18.47] Downgrading AM3 to AM2 via upgrade planner leaves 4 modules in the new AM2.

Don't know if this is related, but when I downgraded yellow machines to blue machines with the upgrade planner, that had 4 modules, the resulting blue machines had 4 modules. I had to delete and replace the blue machines to fix this.
by jamiechi1
Fri Aug 14, 2020 5:17 am
Forum: Implemented Suggestions
Topic: Underground belts and ghost belts
Replies: 10
Views: 2853

Re: Underground belts and ghost belts

I also think than when placing underground belt ghosts, the second one (and additional ones) placed should rotate 180 degrees just like when placing a normal underground belt. Currently when placing underground belt ghosts, you have to manually rotate every time you place additional underground belt...
by jamiechi1
Sun Aug 09, 2020 6:05 am
Forum: Implemented Suggestions
Topic: Player Request Confirmation Not Needed
Replies: 22
Views: 5688

Re: Player Request Confirmation Not Needed

What I meant was a button that had the letters 'Apply' or 'Apply Now' printed on it.
But the Arrow button works. I guess I can get used to it.
by jamiechi1
Sun Aug 09, 2020 5:37 am
Forum: Ideas and Suggestions
Topic: Add circuit connectivity to Labs
Replies: 2
Views: 651

Re: Add circuit connectivity to Labs

Would the Inventory Sensor mod work for this?
by jamiechi1
Sun Aug 09, 2020 5:29 am
Forum: Ideas and Suggestions
Topic: Better filesystem storage of Blueprints
Replies: 9
Views: 3136

Re: Better filesystem storage of Blueprints

I like the idea of having this information in some type of easy to read format, but I would prefer XML.
by jamiechi1
Sun Aug 09, 2020 4:33 am
Forum: Ideas and Suggestions
Topic: Allow 'Error loading mods' to Check and Download Updates
Replies: 4
Views: 1419

Re: Allow 'Error loading mods' to Check and Download Updates

I think an option to go into the Mod selection dialog would work well for this. We definately could use another option.
by jamiechi1
Sun Aug 09, 2020 4:31 am
Forum: Implemented Suggestions
Topic: Player Request Confirmation Not Needed
Replies: 22
Views: 5688

Re: Player Request Confirmation Not Needed

I agree with Koub on this one. Standard procedure in most well behaved programs is to press 'ESC' to cancel. I would actually prefer an 'Apply' button but the current way works fine.
by jamiechi1
Thu Aug 06, 2020 2:49 am
Forum: Modding discussion
Topic: data.raw Visualiser
Replies: 4
Views: 2108

Re: data.raw Visualiser

Thanks. The .json file is useful.
by jamiechi1
Thu Aug 06, 2020 1:55 am
Forum: General discussion
Topic: Pairwise division is ridiculous
Replies: 5
Views: 2190

Re: Pairwise division is ridiculous

Optymistyk wrote:
Wed Aug 05, 2020 1:37 pm

... Which goes to show how borked the circuit system really is. We really need to be able to distinguish between red and green wire channels
I always thought the 'wired-or' input thing was stupid.
by jamiechi1
Thu Jul 30, 2020 11:24 pm
Forum: Mod portal Discussion
Topic: [One Line Suggestions]
Replies: 50
Views: 19640

Re: [One Line Suggestions]

I would like a setting that will allow me to specify the Factorio version I use. Currently it defaults to the stable version. I want the Mod Portal to always remember that I use version 0.18 mods. Another issue I have is that I think the buttons on the top of the page should not disappear when selec...
by jamiechi1
Wed Jul 29, 2020 12:25 am
Forum: Ideas and Suggestions
Topic: Hex signal view, hex and mathematical input in constants
Replies: 27
Views: 5493

Re: Hex signal view, hex and mathematical input in constants

Although if you add binary and hexadecimal, I want Octal conversions as well. :D As far as I know, the octal system was used in 9 (18,36) bit computers. Octal number packs single 9 bit byte to 3 digits. Fortunately it would be very easy to add if devs made the options to choose base. It is nice to ...
by jamiechi1
Sun Jul 26, 2020 3:10 am
Forum: Ideas and Suggestions
Topic: Mod Folders
Replies: 5
Views: 1875

Re: Mod Folders

You can have as many mod folders as you want. Start Factorio with D:\Factorio\bin\x64\factorio.exe "--mod-directory" "D:\Factorio\mods - angelbob" Didn't know this was an option. I just replace the standard folder with a junction to whatever folder I want to use for each game. T...
by jamiechi1
Sun Jul 26, 2020 2:54 am
Forum: Ideas and Suggestions
Topic: Let the car and tank move like the player (omnidirectional wheels)
Replies: 54
Views: 13183

Re: Let the car and tank move like the player does

The current method of moving the car and tank makes sense in a first person game but not 3rd person. Like someone mentioned above, moving the car and tank is extremely difficult if not impossible for some of us. I think the car should be changed to a small hovering flying saucer and the tank to a bi...
by jamiechi1
Sun Jul 26, 2020 2:44 am
Forum: Ideas and Suggestions
Topic: Allow interaction with UI even when paused
Replies: 21
Views: 6760

Re: Allow interaction with UI even when paused

Letting a mod pause the game would be very useful. Such as going into a lab (BlueprintLab_design mod) to edit a blueprint. I want the game to pause when I do this.
by jamiechi1
Sun Jul 26, 2020 2:30 am
Forum: Ideas and Suggestions
Topic: Hex signal view, hex and mathematical input in constants
Replies: 27
Views: 5493

Re: Hex signal view, hex and mathematical input in constants

I think unit conversions to various bases might be useful for some mods that provide a virtual processor that one can use in the game and write code for it. But in general, without mods, I don't see the need for it. Although if you add binary and hexadecimal, I want Octal conversions as well. :D
by jamiechi1
Sun Jul 26, 2020 2:17 am
Forum: General discussion
Topic: What happens after 1.0 release?
Replies: 34
Views: 13884

Re: What happens after 1.0 release?

Why only one layer above and below? I always think to Rollercoaster Tycoon 2. Factorio and RCT2 share many similarities but RCT2 did some things better: - isometric angle of view - genius ways to build landscape - genius ways to build tracks and coasters. ... I like the idea of using Rollercoaster ...
by jamiechi1
Sun Jul 19, 2020 2:08 pm
Forum: Modding discussion
Topic: Somethings not (or hidden) in doc but you need to know
Replies: 43
Views: 23117

Re: Somethings not (or hidden) in doc but you need to know

In the first section of this document, https://lua-api.factorio.com/latest/Data-Lifecycle.html, last sentence.
There is a reference to "mod-settings.json" file. It should be "mod-settings.dat".
Should this be reported as a bug somewhere?
by jamiechi1
Sat Jul 11, 2020 9:14 pm
Forum: Technical Help
Topic: Adding picture to Scenario for preview
Replies: 2
Views: 600

Re: Adding picture to Scenario for preview

Thank you. Turns out this is really easy. Just place your picture with the name 'image.png' in your scenario folder. It looks best with an apect ration of 16:9.
by jamiechi1
Sat Jul 11, 2020 8:35 pm
Forum: General discussion
Topic: What happens after 1.0 release?
Replies: 34
Views: 13884

Re: What happens after 1.0 release?

How about 2d+? Add the capability to rotate view angle in 4 directions. And let us have real bridges like Command & Conquer did in the early days. Basically just one more level up in a similar way that we go 1 down for underground belts. Real bridges over the water. And how about some water base...

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