Search found 196 matches
- 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...
- 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.
- 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...
- 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.
But the Arrow button works. I guess I can get used to it.
- 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?
- 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.
- 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.
- 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.
- 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.
- Thu Aug 06, 2020 1:55 am
- Forum: General discussion
- Topic: Pairwise division is ridiculous
- Replies: 5
- Views: 2190
Re: Pairwise division is ridiculous
I always thought the 'wired-or' input thing was stupid.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
- 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...
- 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 ...
- 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...
- 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...
- 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.
- 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.
- 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 ...
- 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?
There is a reference to "mod-settings.json" file. It should be "mod-settings.dat".
Should this be reported as a bug somewhere?
- 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.
- 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...