Search found 196 matches
- Fri Apr 15, 2022 6:58 pm
- Forum: Ideas and Suggestions
- Topic: Configurable screen edge for hot-/shortcut-bars
- Replies: 5
- Views: 1428
Re: Configurable screen edge for hot-/shortcut-bars
I think they should be nonmodal dialogs that can be dragged and placed anywhere. Including the ability to drag to another monitor. And the positions and layouts should be remembered. (And the place on the left of center where the weapons and armor are accessed; should be a separate dialog that can b...
- Sat Apr 02, 2022 3:58 pm
- Forum: Mods
- Topic: [MOD 0.17] Wood Harvester
- Replies: 18
- Views: 6896
Re: [MOD 0.17] Wood Harvester
This mod can be easily updated for Factorio 1.1. I added an issue at Github with the changes I made.
- Sun Apr 11, 2021 10:19 pm
- Forum: Off topic
- Topic: About Computer Science
- Replies: 6
- Views: 6391
Re: About Computer Science
You build a CPU yourself. https://youtube.com/playlist?list=PLowKtXNTBypGqImE405J2565dvjafglHU Yes. FPGA's are good for that. fpgacpu.org (not an https site) has good info on this subject. I originally learned to program a cpu with a development board. I read a lot of tech manuals. IBM used to publ...
- Mon Mar 22, 2021 12:33 pm
- Forum: General discussion
- Topic: Playing with a slightly darker night
- Replies: 6
- Views: 2854
Re: Playing with a slightly darker night
I am using NightBrightness_1.1.7.
I have had no problem adjusting the values that the mod provides in settings to get a really dark night or a slightly brighter night.
If you have problems with that mod, take it up with the mod author.
I have had no problem adjusting the values that the mod provides in settings to get a really dark night or a slightly brighter night.
If you have problems with that mod, take it up with the mod author.
- Sun Mar 14, 2021 3:45 am
- Forum: This Forum
- Topic: User Control Panel: Notifications: Mark Read
- Replies: 3
- Views: 2496
User Control Panel: Notifications: Mark Read
This doesn't appear to work at all with regards to the check marks. One can click on the bottom page to mark all as read but reloading the page later all check marks are removed. Reading a topic never sets a check mark, and one can not manually check the item for a specific topic. Also it would be h...
- Sun Mar 14, 2021 3:31 am
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 298
- Views: 165818
Re: Friday Facts #365 - Future plans
For the Map Editor, I would like to see some support for externally generated maps. Something simple like what was done with SimCity games. Either just a simple bitmap, or something that could be imported (and flattened a bit if needed) from the World Machine program. This would simplify greatly the...
- Thu Mar 11, 2021 9:36 am
- Forum: Questions, reviews and ratings
- Topic: Informatron
- Replies: 2
- Views: 1709
Re: Informatron
Case Matters!
Somehow my copy of one of the files was changed.
It was a simple matter of 'Letter Case'.
Changed 'Informatron-show' to 'informatron-show' in a couple of places in informatron.lua.
I was sure I only changed stuff in interface.lua.
Somehow my copy of one of the files was changed.
It was a simple matter of 'Letter Case'.
Changed 'Informatron-show' to 'informatron-show' in a couple of places in informatron.lua.
I was sure I only changed stuff in interface.lua.
- Wed Mar 10, 2021 9:02 am
- Forum: Ideas and Suggestions
- Topic: QOL: Aditional check for Audio when loading a game.
- Replies: 0
- Views: 620
QOL: Aditional check for Audio when loading a game.
Overview/Thesis I would like an additional check made when loading a game for audio in addition to startup to prevent having to exit and restart the game. What? When starting up a game with audio disabled I get a dialog to warn me that no audio device was found. This is fine, but I would like a but...
- Wed Mar 10, 2021 8:35 am
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 18864
Re: Is the Fluid Rework still planned?
Actually wiring pumps to regulate oil conversion is what I consider the only mandatory use of circuit wires ... I pretty much always do this and don't even think about it much any more. So I generally don't have issues here. As for Nuclear, I have never used more than two pairs of nuclear plants in...
- Tue Mar 09, 2021 6:47 am
- Forum: General discussion
- Topic: Is the Fluid Rework still planned?
- Replies: 56
- Views: 18864
Re: Is the Fluid Rework still planned?
Actually wiring pumps to regulate oil conversion is what I consider the only mandatory use of circuit wires ... I pretty much always do this and don't even think about it much any more. So I generally don't have issues here. As for Nuclear, I have never used more than two pairs of nuclear plants in...
- Tue Mar 09, 2021 6:18 am
- Forum: General discussion
- Topic: Grid aligned blueprint trick
- Replies: 2
- Views: 8400
Re: Grid aligned blueprint trick
This might be helpful for lining up large blueprints on a large factory where your 'chunk' size is different than 32. And overall, seems like less work in the long run. I posted this elsewhere about using larger blocks or virtual 'chunks'. There is a mod, Shortcuts-ick, that has a shortcut that turn...
- Tue Mar 09, 2021 5:31 am
- Forum: General discussion
- Topic: Building new Radars - minimap/map view
- Replies: 3
- Views: 1541
Re: Building new Radars - minimap/map view
There is a mod, Shortcuts-ick, that has a shortcut that turns on a grid. This grid may be adjusted in size. I modified it from the mods default 32 tile 'chunk' to allow it to give me a 48 tile 'chunk' display. I posted details on how to do this here: https://forums.factorio.com/viewtopic.php?f=190&a...
- Mon Mar 08, 2021 8:12 am
- Forum: Mods
- Topic: [MOD 0.16 - 1.1] New Game+
- Replies: 44
- Views: 22854
Re: [MOD 0.16 - 1.1] New Game+
I really like this. I don't know why I didn't see it before. It does pick up everything from my save game including the map string which is one of the best features. And the ability to resize the starting area. (Which is disabled in my local modified version of the Depricated Peaceful+ mod.) There i...
- Sun Mar 07, 2021 7:09 am
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 8169
Re: Lua or something else?
... if you make non-programmers have to deal with pointers and memory management ... Dealing with pointers is trivial and can be learned in 5 minutes. Memory management is pretty much always handled by the system or language libraries and most likely, would never be seen in an interpreter. Pointers...
- Fri Mar 05, 2021 9:50 pm
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 8169
Re: Lua or something else?
I didn't realize c++ was a difficult language. I thought is was easy! Of course I have been programming since before personal computers existed. Yes, an interpreter that is more like c++ can be written in c++. Lua is written in C++ I believe. My point, is that when using a language with loosely type...
- Fri Mar 05, 2021 3:43 pm
- Forum: Mods
- Topic: [MOD 1.1] Shortcuts for 1.1
- Replies: 15
- Views: 6597
Re: [MOD 1.1] Shortcuts for 1.1
Thanks for updating this mod. I added a setting in my copy to allow one to change the default grid size from 32 to anything else. I use 48 mostly. I wonder if anyone else would find this useful. Added to settings.lua: -- adding grid-size settings { type = "int-setting", name = "grid-s...
- Thu Mar 04, 2021 3:46 am
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 19834
Re: your thoughts on menu simulation
Existence of the sound slider doesn't change that the default value is way too high. Had to check just now what the settings were in my game. It is at 35%. At that level it sounds fine to me. As for sounds in the game, that is another issue. I am still fine tuning the games various sounds with one ...
- Thu Mar 04, 2021 3:29 am
- Forum: General discussion
- Topic: Lua or something else?
- Replies: 31
- Views: 8169
Re: Lua or something else?
I would prefer something else. I prefer C++ over anything else. But Lua is popular in many games and it looks like it is here to stay. I saw on the web an article by a programmer who after many years of developing Lua, eventually came to the conclusion that C++ or another strongly typed language is ...
- Thu Mar 04, 2021 3:14 am
- Forum: General discussion
- Topic: your thoughts on menu simulation
- Replies: 64
- Views: 19834
Re: your thoughts on menu simulation
I like it. Not too distracting and it sounds ok. Although I always have the music disabled. (Never enable music in games.) I agree it would be nice to see more animations without biters. But don't remove any existing ones. More variation is better. I disagree about making them with less focus though...
- Thu Mar 04, 2021 3:07 am
- Forum: General discussion
- Topic: Some ideas for the "One big expansion pack"
- Replies: 44
- Views: 15456
Re: Some ideas for the "One big expansion pack"
It would be nice to be able to run a belt above other stuff (belt overpass?) instead of only underneath (underneathies) using the underground belts. This would allow for what might be considered overpowered belt weaving. make the transport madness scenario very easy. make situations similar to tran...