Search found 42 matches

by NIronwolf
Sun Jun 28, 2020 2:47 pm
Forum: Duplicates
Topic: [0.18.33] Beacon Effect Area doesn't fill tiles
Replies: 2
Views: 1025

Re: [0.18.33] Beacon Effect Area doesn't fill tiles

TY, my search didn't turn up that topic.
by NIronwolf
Thu Jun 25, 2020 3:14 pm
Forum: Duplicates
Topic: [0.18.33] Beacon Effect Area doesn't fill tiles
Replies: 2
Views: 1025

[0.18.33] Beacon Effect Area doesn't fill tiles

The beacon redesign has reduced the highlight slightly for its effect area as seen in the screen shot. I *think* the yellow shading used to reach the edge of the tile boundary. Makes it look like it's not going to affect larger structures like the silo that have a few more pixels border. factorio_20...
by NIronwolf
Mon Mar 02, 2020 3:29 pm
Forum: Modding help
Topic: Adding resistances to modules?
Replies: 2
Views: 1069

Re: Adding resistances to modules?

Thanks for the confirmation. I've started looking into ways to do it. I really wish there was a trigger for changed modules.
by NIronwolf
Sat Feb 29, 2020 1:20 am
Forum: Modding help
Topic: Adding resistances to modules?
Replies: 2
Views: 1069

Adding resistances to modules?

Apologies for being new to modding. I'd like to make a mod that has local pollution do damage to buildings. This has been done before, so I know I can get this basic concept working. However, I'd like to add a line of modules that will reduce this damage. I can't seem to find the right attributes to...
by NIronwolf
Fri Nov 22, 2019 1:35 pm
Forum: News
Topic: Friday Facts #322 - New Particle system
Replies: 58
Views: 29507

Re: Friday Facts #322 - New Particle system

So no more push on 0.17. Guess it's time to concentrate on finishing out this modded playthrough since everything has settled for a while. :D

Although, I've been anticipating the UI updates so that expectation is tempered now.

Great work on optimizations! Potatoes everywhere thank you!
by NIronwolf
Sun Oct 13, 2019 3:40 am
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 30610

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

I wonder if you can do a check to see if a bitter is stopped (attacking) and then again have it collide. This could ensure they wouldn't be stacked up on each other when attacking. It also "feels" right, in that a crowded city sidewalk flows at a street crossing but then bunches up and it'...
by NIronwolf
Sat Jun 01, 2019 10:49 pm
Forum: Not a bug
Topic: [0.17.44] Inconsistent Time Labels on Graphs
Replies: 2
Views: 1164

Re: [0.17.44] Inconsistent Time Labels on Graphs

Nope wasn't a big thing. It just seemed that it was using a division that cut to whole numbers before. Just looking out for my OCD peeps. :)
by NIronwolf
Fri May 31, 2019 5:56 am
Forum: Not a bug
Topic: [0.17.44] Inconsistent Time Labels on Graphs
Replies: 2
Views: 1164

[0.17.44] Inconsistent Time Labels on Graphs

All the graphs are showing an unusual progression for the time axis on all my graphs. I know in the past they were evenly spaced and snapped to whole numbers (or proper fractions). I've attached several screenshots at different UI scales and resolutions hoping that was the culprit. There are other r...
by NIronwolf
Fri May 31, 2019 4:50 am
Forum: Resolved Problems and Bugs
Topic: [0.17.6] Stack Inserter Behaviour
Replies: 19
Views: 12874

Re: [0.17.6] Stack Inserter Behaviour

I'm curious what base vision of the game changed after 2 and a half months to prompt this adjustment. Feels like maybe an honorable mention FFF section. ;)
by NIronwolf
Fri Mar 01, 2019 10:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.4] Double-click on Scroll Bar Confirms Load/Save
Replies: 1
Views: 1836

[0.17.4] Double-click on Scroll Bar Confirms Load/Save

This was reported before in 0.16 but was said to have been fixed. Looks like it's back in 0.17. Previous reports: https://forums.factorio.com/viewtopic.php?t=56440 https://forums.factorio.com/viewtopic.php?t=54830 Expected behavior: Just keep scrolling but not load/save the previously highlighted it...
by NIronwolf
Thu Feb 28, 2019 3:39 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] In-Game Update Not Showing Available Update
Replies: 1
Views: 643

[0.17.1] In-Game Update Not Showing Available Update

I know that there is a 0.17.2 available and rather than downloading the full game again I was hoping to use the in-game updater to just get the patch. I have experimental update and check on start enabled and was surprised to see nothing pop up to update as in the past. I then went to manually check...
by NIronwolf
Wed Feb 27, 2019 4:12 pm
Forum: Pending
Topic: [0.17] Blueprint cursor and mouse position not aligned
Replies: 2
Views: 873

Re: [0.17] Blueprint cursor and mouse position not aligned

Also experiencing this on 0.17.1. Here you can see the cursor is down and to the right. As you move the cursor left it ends up to far left of the highlighted item, as with up and down to a slightly lesser extent. I am running at 150% scale on a UHD resolution. On Windows 10 Home 64-bit. factorio_201...
by NIronwolf
Wed Feb 27, 2019 7:32 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Undo Tooltip on Wrong Step to Undo
Replies: 2
Views: 605

[0.17.1] Undo Tooltip on Wrong Step to Undo

After deconstructing a tree, the tooltip for the Undo button says "Undo deconstruction of Tree". However when you press it, it undoes whatever was in the stack before that, say the assembler you just placed.
factorio_2019-02-27_00-32-21.png
factorio_2019-02-27_00-32-21.png (53.15 KiB) Viewed 603 times
by NIronwolf
Tue Feb 26, 2019 8:54 pm
Forum: Ideas and Suggestions
Topic: New Campaign Tip Progression by Click
Replies: 4
Views: 1239

Re: New Campaign Tip Progression by Click

No need to move to click. Just the click anywhere since the whole screen goes modal.
by NIronwolf
Tue Feb 26, 2019 6:04 pm
Forum: Ideas and Suggestions
Topic: New Campaign Tip Progression by Click
Replies: 4
Views: 1239

New Campaign Tip Progression by Click

TL;DR The popup text in the new campaign should use click instead of TAB. What ? To advance through the tutorial I think a mouse click would be easier and more intuitive than <TAB>. Why ? TAB is is kind of a weird place even when your fingers are on the WASD keys. You've got a finger ready to go on...
by NIronwolf
Tue Feb 26, 2019 5:59 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.0] Settings Tooltips Reversed
Replies: 1
Views: 1827

[0.17.0] Settings Tooltips Reversed

The help text for 'Tooltip delay' and 'Entity tooltip delay' are reversed in the settings.
by NIronwolf
Mon Jul 09, 2018 5:07 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55649

Re: Friday Facts #250 - Dead end conclusion

The icons aren't very useful by themselves, and in the grid view the names are not prominent enough. Icons could be included as characters in a the name if we wanted. Icons into the text strings are planned according to FFF #237 :) https://factorio.com/blog/post/fff-237 https://cdn.factorio.com/ass...
by NIronwolf
Mon Jul 09, 2018 5:29 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55649

Re: Friday Facts #250 - Dead end conclusion

Way too much an area is filled with bright colors. But otherwise it looks good. But the Lines are too high. 15 prints per scroll page are not enough. Honestly after actually making it I think it's to much too. Maybe have the highlight only under the right or left ends. Or perhaps omit it all togeth...
by NIronwolf
Sun Jul 08, 2018 5:33 pm
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55649

Re: Friday Facts #250 - Dead end conclusion

I couldn't stand the hand drawn mockup I had on my longer post. Here's a better one. Also, I'd like to suggest while you're making changes to the BP system that you can manually change the insert point of a blueprint. For instance, say that 5x5 array is 25 of the Solar Array w/ Roboport. Without usi...
by NIronwolf
Sun Jul 08, 2018 2:40 am
Forum: News
Topic: Friday Facts #250 - Dead end conclusion
Replies: 142
Views: 55649

Re: Friday Facts #250 - Dead end conclusion

I think that blueprints being items is unessisary, and only adds more complication and confusion then keeping them as items for "consistency". There is very little about blueprints that say items, so why force them to stay as one? Just my humble opinion. Blueprints as items are in some pe...

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