Search found 62 matches

by sorahn
Thu Aug 06, 2020 11:23 am
Forum: Duplicates
Topic: [0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world
Replies: 9
Views: 1028

[0.18.X] Massive FPS drop when locomotive UI is open riding a train in a large ribbon world

We're doing a 'race to the edge of the map' game, which was a 16 chunk ribbon with 8 chunks voided in the middle through scenario code. There are 2 forces 'racing' each other (top v bottom) to try and go 1M tiles east. One team is almost 500k tiles from spawn and whenever we open the locomotive UI i...
by sorahn
Thu Aug 06, 2020 12:43 am
Forum: Duplicates
Topic: Console text is rendered behind the quickbars
Replies: 0
Views: 63

Console text is rendered behind the quickbars

Set the active quickbar rows to 4
Start agame
type /help in the console

Image
by sorahn
Sat Aug 01, 2020 4:08 pm
Forum: Ideas and Suggestions
Topic: Better Compression (Stacking/Boxing/Pallets) Support
Replies: 94
Views: 5080

Re: Better Compression (Stacking/Boxing/Pallets) Support

Compressed liquids They should work similar to compressed items. But that is in my eyes a completly new suggestion and in my eyes the gameplay value is not so high. These? https://mods.factorio.com/mod/CompressedFluids We use those + the stacked recipes on our servers and literally stack/compress e...
by sorahn
Sat Aug 01, 2020 3:39 pm
Forum: Implemented Suggestions
Topic: New Blueprints - Better Symmetry Point
Replies: 34
Views: 3288

Re: New Blueprints - Better Symmetry Point

In other words, the grid must be divisible by 2, but not by 4. That's not true, see the rails I posted here: https://forums.factorio.com/viewtopic.php?p=504154#p504154 They're 28x28, divisible by 2 and 4. What you can't do is have the tracks setup in such a way that it would be possible to place on...
by sorahn
Sat Aug 01, 2020 9:46 am
Forum: Ideas and Suggestions
Topic: New Blueprints - 2.5 QoL Suggestions
Replies: 0
Views: 146

New Blueprints - 2.5 QoL Suggestions

1: When you press the checkbox to enable 'grid-size' the game fills in the values with the existing size of the blueprint, but then when you click in the X or Y boxes to type, (or tab between them) the value is not highlighted so you have to manually delete it before you can adjust the value. 1.5: I...
by sorahn
Sat Aug 01, 2020 9:35 am
Forum: Implemented Suggestions
Topic: New Blueprints - Better Symmetry Point
Replies: 34
Views: 3288

Re: New Blueprints - Better Symmetry Point

Here are the 4-gap LHD rail system that I've used for quite a while, I went through and updated it to use a global snapping grid of 28x28 px. All pieces are rationally symmetrical (if they can be) and the idea is that you can build rail anywhere in the world and it's always connected to the same gri...
by sorahn
Thu Jul 30, 2020 5:42 am
Forum: Not a bug
Topic: [0.18.37] Blueprint snap boundary not visible when adjusting the grid size.
Replies: 3
Views: 312

Re: [0.18.37] Blueprint snap boundary not visible when adjusting the grid size.

Hi Kovarex, Without the absolute snapping and its positioning, it would not be obvious where to draw the grid Maybe I'm misunderstanding something but, given the following blueprint, isn't the point of checking the 'grid-size' checkbox because I want it to tile when dragging? This blueprint is 56 ti...
by sorahn
Wed Jul 29, 2020 5:22 pm
Forum: Not a bug
Topic: [0.18.37] Blueprint snap boundary not visible when adjusting the grid size.
Replies: 3
Views: 312

[0.18.37] Blueprint snap boundary not visible when adjusting the grid size.

The snap boundary is not visible in the blueprint editor when you have 'Grid Size' checked, only if you have the 'Absolute Reference point' checked.

It should be visible when 'Grid Size' is checked as well.
by sorahn
Tue Jun 23, 2020 1:39 pm
Forum: Ideas and Suggestions
Topic: Factorio for the iPad?
Replies: 67
Views: 19368

Re: Factorio for the iPad?

Considering apple's recent announcement to move to their own silicon, I would expect this topic to start getting more attention.

If wube can make factorio run natively on the new apple silicon chips for macOS then I the jump to iPadOS will be significantly smaller.
by sorahn
Thu May 07, 2020 12:42 pm
Forum: Ideas and Suggestions
Topic: Make the windows start tile scale to the tile size
Replies: 2
Views: 271

Make the windows start tile scale to the tile size

Image

It looks OK as a small tile, but at as a medium tile it's pretty small.
by sorahn
Sun Apr 19, 2020 5:02 pm
Forum: Duplicates
Topic: [0.18.X] UI header icons don't scale properly.
Replies: 1
Views: 213

[0.18.X] UI header icons don't scale properly.

I was working on a mod so I had the UI scaled up to 400% and I discovered that the search and close icons don't scale up all the way.

Image

Also the spacing is a little bit off, I only kind of noticed that before, but It's much easier to see at this level.
by sorahn
Tue Apr 07, 2020 9:05 pm
Forum: Mods
Topic: [MOD 0.18.x] KenirasRandomRecipes
Replies: 83
Views: 11407

Re: [MOD 0.18.x] KenirasRandomRecipes

We are having a blast with this:

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by sorahn
Sat Apr 04, 2020 2:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.17] Discharge Defense has the wrong icon when placed in the equipment grid
Replies: 2
Views: 782

[0.18.17] Discharge Defense has the wrong icon when placed in the equipment grid

When you place a Discharge Defense in your equipment grid it changes to the icon of the Discharge Defense Remote.


Image
by sorahn
Wed Mar 25, 2020 8:25 am
Forum: Ideas and Suggestions
Topic: Interface setting for 'search' timeout.
Replies: 2
Views: 237

Re: Interface setting for 'search' timeout.

I actually thought about that originally before I opened this suggestion. And I don't think these features are mutually exclusive. I think a search history would be nice anyway however, a search history is more 'actions' intensive to achieve the same result as the pre-filled in search. * E (open inv...
by sorahn
Tue Mar 24, 2020 10:56 am
Forum: Ideas and Suggestions
Topic: Interface setting for 'search' timeout.
Replies: 2
Views: 237

Interface setting for 'search' timeout.

I think it would be quite useful to be able to define a timeout for how long the UI remembers a search in the character GUI. Maybe something short by default (or even 0 to mirror the existing behavior), but while looking through some of the more complicated recipes (looking at you Pyanodons), it wou...
by sorahn
Fri Mar 20, 2020 9:39 pm
Forum: Ideas and Suggestions
Topic: New Beacon Suggestion
Replies: 7
Views: 528

Re: New Beacon Suggestion

Because I don't really care for beacons. Mind you, that is what alt-mode module icons are for. I don't really like them either, I was really excited to see the the inbuilt beacons mod :) What happens if there are different types of modules in the same machine? Modded machines can have lots of slots...
by sorahn
Fri Mar 20, 2020 7:47 pm
Forum: Ideas and Suggestions
Topic: New Beacon Suggestion
Replies: 7
Views: 528

Re: New Beacon Suggestion

But it would take some extra engine functionality for modules, because modules are not recipe-based. I certainly don't know enough about the internal games to know if it's possible, but you probably do so I'll take your word for it. And if beacons could take a tint from modules, then why not any ma...
by sorahn
Fri Mar 20, 2020 1:19 pm
Forum: Ideas and Suggestions
Topic: New Beacon Suggestion
Replies: 7
Views: 528

New Beacon Suggestion

Since it was mentioned that the animations are incomplete, maybe for the new beacons they could be tinted to match the modules inside them. And even blend a little if you've got one of each :)
by sorahn
Wed Mar 18, 2020 5:33 pm
Forum: Modding help
Topic: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods
Replies: 9
Views: 746

Re: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Bilka told me to post a bug report for this on the forum if I had a clean repo, and I do, so I did.
by sorahn
Wed Mar 18, 2020 5:11 pm
Forum: Modding help
Topic: [0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods
Replies: 9
Views: 746

[0.18.13][modded] - Krastorio2/Deadlock Stacked Recipe change after updating mods

Mods Installed: * DeadlockStackingForVanilla 0.0.3 * FNEI (just to have something to disable) * Krastorio2 0.9.3 * base 0.18.13 * deadlock-beltboxes-loaders 2.3.3 * deadlock_stacked_recipes 0.3.3 * stdlib 1.4.1 When changing the mods, the recipe for the crusher is changed from what it was doing, to ...

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