Search found 1024 matches

by Honktown
Fri Nov 15, 2019 12:52 am
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 19595

Re: Niggles and nitpicking - player preferences

ore line in the middle and plates on the outside or the other way around, you use a "double-sided" line of smelters and use a splitter to filter iron and copper different ways. Blueprinting is ehhhh difficult and not useful early on. Never done a mall. I'm not gonna be one of those people...
by Honktown
Tue Nov 12, 2019 4:51 am
Forum: Won't implement
Topic: Local folder for each mod (version inspecific) and a settings file
Replies: 8
Views: 2637

Re: Local folder for each mod (version inspecific) and a settings file

I could also test things without adding them to the mod, including things I'd like to merge later, without having to constantly re-zip the file. You can have zipped and unzipped versions of the same mod in one directory, as well as different versions of the same mod. The game will use the latest ve...
by Honktown
Mon Nov 11, 2019 5:47 am
Forum: Won't implement
Topic: Local folder for each mod (version inspecific) and a settings file
Replies: 8
Views: 2637

Re: Local folder for each mod (version inspecific) and a settings file

persistent file of user changes to my mod What changes can users make to a mod? Do you mean users modifying your mod? That isn't really supported, nor recommended, beyond scripted changes determined by settings . I'd tell them to use version control so they can make their changes, then if the mod u...
by Honktown
Sun Nov 10, 2019 5:58 am
Forum: Releases
Topic: Version 0.17.76
Replies: 3
Views: 9554

Re: Version 0.17.76

Heyyyy the worm change is really nice. Do you know if it affected all worms? I noticed it CONSTANTLY because I play with a fair amount of enemy-difficulty mods, and turrets could shoot way outside their detection range. I assumed it was either the predictive shooting, or an update I hadn't seen wher...
by Honktown
Sun Nov 10, 2019 5:52 am
Forum: Gameplay Help
Topic: Game Alerts for player (owner) possible?
Replies: 2
Views: 947

Re: Game Alerts for player (owner) possible?

I can't seem to find a way - or a created Mod - that allows Alerts (for example via the programmable speaker) to only show in the GUI for the player that owns the item creating the Alert. Is this possible at all? Could a Mod do it, or would even a Mod have to call up or create a totally different p...
by Honktown
Sun Nov 10, 2019 5:48 am
Forum: General discussion
Topic: Just finished my very first game
Replies: 8
Views: 3246

Re: Just finished my very first game

"""huge mess""" Glad you had fun but you were definitely spoiled. I was playing with a friend only after trying one of the tutorials for 5-10 mins and we ended up 150-200 hours (and many many rockets) in, with far more of a spaghetti factory. One thing you might've seen...
by Honktown
Sun Nov 10, 2019 2:45 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 73019

Re: Friday Facts #320 - Color correction

While we're on the subject of night, can we consider increasing the light level that nightvision toggles? Currently there's a weird time of day where it's too dark to see comfortably, but nightvision hasn't enabled itself. We can mod this, but it'd be nicer to have a slider in the options or someth...
by Honktown
Sun Nov 10, 2019 2:39 am
Forum: Ideas and Suggestions
Topic: Make visible mark on boxes if the volume limit is set
Replies: 18
Views: 6133

Re: Make visible mark on boxes if the volume limit is set

With new tooltip system I have small suggestion to add number of stack allowed being shown on tooltip. Something like: woodbox-tooltip.png That's good, but it can't be seen without mousing over a box. The limitation in itself is what's important to me, and someone mentioned a red x looks like decon...
by Honktown
Sun Nov 10, 2019 2:07 am
Forum: Won't implement
Topic: Local folder for each mod (version inspecific) and a settings file
Replies: 8
Views: 2637

Re: Local folder for each mod (version inspecific) and a settings file

To be clearer (since it's somehow not obvious?) I want a folder which can store mod-specific files, and be read specifically by that mod. Currently all mod settings are stored in one vomitous binary file, and there's no support for files that are independent of versions (the version is one zip blob ...
by Honktown
Sun Nov 10, 2019 2:03 am
Forum: Balancing
Topic: Gun turret range
Replies: 21
Views: 8871

Re: Gun turret range

Yall are missing the 'real' obvious problem: The gun turret has a mere 400 hp, the laser turret has 1000, and flamethrower turret has 1200. The issue is it's lack of durability. This is why I've wished that they added an 'Armoured gun turret' to the game, which had the same gun, but more hp (and ma...
by Honktown
Sun Nov 10, 2019 12:39 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 73019

Re: Friday Facts #320 - Color correction

When I was a kid, I saw the same image being displayed on two different computer monitors when I was at school, and wondered if there was a way to adjust the picture on one of them so that they'd match. Fast forward to today, and I'm an unemployed programmer with waayyy too much free time, and I fo...
by Honktown
Sat Nov 09, 2019 7:42 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 73019

Re: Friday Facts #320 - Color correction

It would be a crime for me not to respond to this Friday Facts. Not only do I both love Factorio and use a calibrated monitor (and own my own colorimeter), but I've also spent the past few years writing colorspace conversion and manipulation code in GLSL, for fun . A LUT is certainly one way to go ...
by Honktown
Sat Nov 09, 2019 12:23 pm
Forum: Ideas and Suggestions
Topic: Calculate inserter arm positions only when the GPU or a mod wants them
Replies: 10
Views: 2333

Re: Calculate inserter arm positions only when the GPU or a mod wants them

There's a mod that disables inserter animations. Have you seen that? OP? I wonder if it only disables animations, or completely interferes with their position awareness.
by Honktown
Sat Nov 09, 2019 6:37 am
Forum: Technical Help
Topic: Why is my UPS low?
Replies: 35
Views: 10241

Re: Why is my UPS low?

If you're going to follow-up on this, I'll mention the Lua thing: since Lua's function are dynamic, they're not uh, compiled and written permanently. Every time a Lua function is called, if it's not a primitive, it has to be checked in the local function environment, and if not found, go up to the n...
by Honktown
Sat Nov 09, 2019 3:34 am
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 73019

Re: Friday Facts #320 - Color correction

Hmm people have mentioned this, but would the LUTs be moddable? I'm thinking of a mod like Visual Smog, so although things may be "bright and shiny", everything quickly can become grimy and dirty with pollution. A little bit of "if you want it clean, keep it clean". If it's all m...
by Honktown
Sat Nov 09, 2019 3:19 am
Forum: Modding help
Topic: How do GUIs events for custom/no-core entities work?
Replies: 6
Views: 1083

Re: How do GUIs events for custom/no-core entities work?

Why not have a combinator before it that only lets one signal through? Not fancy enough for you? haha yes it's not fancy enough. Need the mod to write data to a file inside the mod folder to be read by something other than Factorio game. I assumed you already had the signal writing finished, but it...
by Honktown
Sat Nov 09, 2019 1:13 am
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 19595

Re: Niggles and nitpicking - player preferences

... I quickly threw that down as an example. I've never intentionally made a "for the future" plan with furnaces. I always have to re-route and use more space anyway because of bigger numbers. The most you can get out of a steel->electric line is 1x what you used to... unless you used spe...
by Honktown
Sat Nov 09, 2019 12:44 am
Forum: Modding help
Topic: How do GUIs events for custom/no-core entities work?
Replies: 6
Views: 1083

Re: How do GUIs events for custom/no-core entities work?

Why not have a combinator before it that only lets one signal through? Not fancy enough for you?
by Honktown
Fri Nov 08, 2019 7:25 pm
Forum: Translations
Topic: New tooltips hard to translate in declensional languages
Replies: 4
Views: 2539

Re: New tooltips hard to translate in declensional languages

To add more:

(thermometer): "Heat"
(steam cloud): "Steam"
(water drop): "Water"
by Honktown
Fri Nov 08, 2019 7:10 pm
Forum: Translations
Topic: New tooltips hard to translate in declensional languages
Replies: 4
Views: 2539

Re: New tooltips hard to translate in declensional languages

I think it would make more sense if the description was shortened entirely. Although Factorio eats items when it "fuels" things, in English, at least, we describe things as consuming the property of an object. Using an icon and a word describing the property would seem more intuitive: (fir...

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