Search found 74 matches

by sorahn
Fri Nov 13, 2020 2:30 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99007

Re: Friday Facts #363 - 1.1 is getting close

For the inventory panels would it be possible to allow us to select a position through the settings? People who want it in the middle can have it there, or if they prefer it can go on the right, or even on the left! I think giving too many options would bloat the settings or make it confusing to co...
by sorahn
Fri Nov 13, 2020 1:45 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99007

Re: Friday Facts #363 - 1.1 is getting close

The reasons the logistics tab is in the middle rather than on the right: 1) It has an inventory, so it is faster to move items manually 2) It is actually used more in the late game I suppose 3) It was like that in the old versions 1) do people actually manually move things into the trash, or do the...
by sorahn
Fri Nov 13, 2020 11:54 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99007

Re: Friday Facts #363 - 1.1 is getting close

Deadlock989 wrote: ↑
Fri Nov 13, 2020 11:53 am
If those big arrows are really being drawn on top of the building menu slots I can see that getting old really fast, will reserve judgement until I get to play with it.

Untitled.jpg
They're only visible when you're hovering the alert.
by sorahn
Fri Nov 13, 2020 11:35 am
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 99007

Re: Friday Facts #363 - 1.1 is getting close

I am not so certain about the inventory revert, I quite like the way it is right now. It is less busy the way it is now, and most of the time you don't need both at the same time. Maybe someone from Wube can confirm, but the way I read it, the tabs will still be available as an option, just the def...
by sorahn
Wed Nov 11, 2020 7:27 pm
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Personal roboport toggle icon not centered
Replies: 5
Views: 1322

[1.0.0] Personal roboport toggle icon not centered

In the shortcut toolbar, the 'toggle personal roboport' icon is slightly off-center in it's png, and as a result you can see the left 'arm' from the smaller 16x16 icon in the file as well. In game: https://i.imgur.com/OkW2vsX.png In Photoshop: (with a ruler on 32px) https://i.imgur.com/xIF4IQV.png
by sorahn
Fri Oct 09, 2020 12:08 pm
Forum: Implemented Suggestions
Topic: Add # of trains to the new Train Station GUI
Replies: 4
Views: 1862

Add # of trains to the new Train Station GUI

With the new station GUI coming in 1.1, it would be a nice QoL if the station could display the number of Trains it has going to it up in the top area somewhere. Once you get past a few rows of trains, it becomes harder to count as you scroll. This number would be a quick way for you to see if you h...
by sorahn
Fri Sep 25, 2020 6:17 pm
Forum: Pending
Topic: [Oxyd] [Linux/Mac] non-blocking save crashes
Replies: 35
Views: 9686

Re: [1.0.0] Non blocking save hangs

We will fix it by removing the non-blocking save feature, it is just trouble that works only on linux and is not worth it. That is super unfortunate to hear. I would wager that most of the dedicated servers running factorio are linux, and as the saves get bigger the process takes longer. When you m...
by sorahn
Sat Sep 05, 2020 1:16 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.0.0] Able to hold an item ghost and a blueprint at the same time
Replies: 1
Views: 2550

[kovarex] [1.0.0] Able to hold an item ghost and a blueprint at the same time

Title basically. Easy to repro: 1 pick any item you don't have so it's a ghost 2 open the blueprint library and select a print Now you are currently holding a blueprint and a ghost, and it will place the ghosted item with the blueprint. Also the icon you're holding changes to some combination of the...
by sorahn
Wed Aug 12, 2020 2:49 pm
Forum: Not a bug
Topic: [0.18.X] - Tutorial levels reset Alt-Mode every time it goes to the next level
Replies: 2
Views: 523

[0.18.X] - Tutorial levels reset Alt-Mode every time it goes to the next level

In the new (old) tutorial, every time you advance levels the game resets Alt-Mode to disabled.


Repro Steps:
* Start Tutorial
* Turn on Alt-Mode
* Complete the level

Result: Alt-Mode is disabled in the next level.

Expected: Alt-Mode stays as you have it set.
by sorahn
Thu Aug 06, 2020 7:02 pm
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: 3174

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

Ah sorry, I was in a train when I made a copy of the save in single player so I thought it would just start you in it. The train I am currently riding in is around 137433,145. Alternatively, if you just go into the south ribbon, and get in a train on the rail against the top side of the map and add ...
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: 3174

[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: 370

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: 16795

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: 13622

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: 474

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: 13622

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: 1118

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: 1118

[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.

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