Search found 204 matches
- Tue Mar 26, 2024 5:03 pm
- Forum: Fixed for 2.0
- Topic: [1.1.104] Daisy-chained research labs can jam with modded tech costs
- Replies: 1
- Views: 239
[1.1.104] Daisy-chained research labs can jam with modded tech costs
Currently using the following mod to inflate tech costs progressively: https://mods.factorio.com/mod/Hexi_Scaling_Science_Cost For visibility, I chose to actually modify the pack count and consumption time and not total number required, so that you can see what the multiplier is directly. This initi...
- Tue Jan 09, 2024 11:23 am
- Forum: Ideas and Suggestions
- Topic: Electric mining drill circuit output 1 count option
- Replies: 1
- Views: 286
Electric mining drill circuit output 1 count option
Electric mining drills have a circuit output that counts ore below the drill and ore on the entire field, but to get the number of mining drills that have ore beneath them you would need to connect every mining drill to a comparator separately and use output 1 each. An option on the mining drills th...
- Sun Dec 31, 2023 2:06 am
- Forum: Not a bug
- Topic: [1.1.100] Train pumps do not respect fluid system restrictions
- Replies: 2
- Views: 508
[1.1.100] Train pumps do not respect fluid system restrictions
I know that there's been a general surrender when it comes to ensuring fluid systems are strictly one-fluid, but in the case of train unloading it's particularly easy for this to happen to the point where I think a new player could come across this. Having to use circuits to solve this problem or be...
- Tue Nov 02, 2021 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Allow mousing over ore fields on the minimap for info
- Replies: 0
- Views: 601
Allow mousing over ore fields on the minimap for info
I just tried to check on how much ore was in a uranium field in the minimap, which would be a great convenience factor if it worked, especially if the tooltip for it (as well as on the main map) showed any unique stats (uranium has 200% time and requires acid).
- Wed Sep 22, 2021 3:45 pm
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 24290
Re: Version 1.1.40
Glad to see this finally added, but I have some questions about it: Will there be an option to opt-in but not auto-ban, and instead notify admins? What about to only allow the player to connect if an admin is present to be notified? If a player is auto-banned and an admin then unbans that player, bu...
- Wed Nov 25, 2020 5:06 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49617
Re: Version 1.1.1
Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Hmmm ... A "regular" modded furnace, about a third of the possible recipes showing: furnace1.jpg I was afraid that it could happen, I will change it to table, which will solve the problem until there woul...
- Thu Nov 19, 2020 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
- Replies: 4
- Views: 1717
Re: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
I like the base of this idea, which is, that you can put some kind of information into the hot bar. I’m not sure if it should be the shields in that form. We need to play around with this idea a bit more. :) The idea was to have anything combat-relevant there, which would be those three things. May...
- Thu Nov 19, 2020 12:13 am
- Forum: Ideas and Suggestions
- Topic: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
- Replies: 4
- Views: 1717
Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
Some of the sneak peeks at 1.1 show more graphically pleasing UI for the battery indicators, but there isn't any sign of changed health/shield bars. In 1.0 they're pretty ugly, not stylised to match the rest of the UI. Mockup of proposal: https://media.discordapp.net/attachments/603392474458882065/7...
- Fri Sep 18, 2020 10:22 pm
- Forum: Not a bug
- Topic: [1.0.0] Various military techs do not depend on appropriate science pack techs
- Replies: 1
- Views: 647
[1.0.0] Various military techs do not depend on appropriate science pack techs
Various military techs with several tiers do not have the tier introducing a new pack requirement depending on the tech that unlocks that pack. Typically happens on tiers 2/3/5/6. Applies to: - Weapon shooting speed - Physical projectile damage - Refined flammables - Stronger explosives - Laser turr...
- Wed Aug 19, 2020 7:51 pm
- Forum: Duplicates
- Topic: [1.0.0] Extremely difficult to set absolute grid reference on large blueprints so they line up correctly
- Replies: 5
- Views: 2324
Re: [1.0.0] Extremely difficult to set absolute grid reference on large blueprints so they line up correctly
Shower thought: What if you could set the reference point in-world by simply placing the blueprint, which would be particularly useful for blueprints that are designed to tile nicely with related blueprints already aligned in-world to some arbitrary point. It could also have some way to specify that...
- Fri Jul 26, 2019 10:34 am
- Forum: Modding interface requests
- Topic: LuaGUIElement (textfield): Placeholder text
- Replies: 1
- Views: 811
LuaGUIElement (textfield): Placeholder text
It would be nice to have the ability to add placeholder text on text fields, similar to the search bar on this forum having "Search...".
- Thu Jul 25, 2019 4:01 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 210034
Re: Friday Facts #304 - Small bugs; Big changes
Why is the inserter chasing items pointlessly at all? Why can't the inserter compute the time and location where it would catch up to the item and see that the location is outside of its reach. It can then go for the next item right from the start. Imagine two inserters on different power networks ...
- Fri Apr 12, 2019 6:28 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Usability issues with game.tick_paused
- Replies: 4
- Views: 2812
Re: [0.17.4] Usability issues with game.tick_paused
Thanks for the report. The fix so most of these is to prevent them from working at all in the paused state - since while paused non-map-editor players are not meant to be able to do anything except talk, switch to/from the editor, or disconnect. If that's the plan, would it be possible to get a new...
- Thu Apr 04, 2019 7:57 pm
- Forum: Minor issues
- Topic: [0.17.25] tick_paused causes the inventory to not show when setting recipes
- Replies: 1
- Views: 904
[0.17.25] tick_paused causes the inventory to not show when setting recipes
If you have an assembler open on a recipe, and you change the recipe, you get this: https://i.imgur.com/wBw44xZ.png However, if you set the recipe with game.tick_paused=true, you get this: https://i.imgur.com/d5kbkAS.png The behaviour is 100% consistent, you always get the first result normally and ...
- Sun Mar 17, 2019 5:50 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Global hotbars - Decouple hotbars from specific saves
- Replies: 1
- Views: 1387
[0.17] Global hotbars - Decouple hotbars from specific saves
The new hotbar has a couple of downsides: - Filters have to be set straight away on a new save or you end up checking your inventory (burner mining, stone furnace, etc.) - Filters do not carry over between saves, making it harder to remember what you put where Both of these would be solved with a gl...
- Sat Mar 02, 2019 1:26 pm
- Forum: Minor issues
- Topic: [0.17.4] Hand cursor prevents depositing some items back after picking up the stack
- Replies: 0
- Views: 578
[0.17.4] Hand cursor prevents depositing some items back after picking up the stack
If you want to deposit more than half a stack of items, you would normally take the entire stack and right-click to place some back. However, this is prevented by the hand cursor slot system. This is most noticeable on weapon ammo slots, as you would otherwise need a full inventory. If I have 25 amm...
- Sat Mar 02, 2019 1:10 pm
- Forum: Not a bug
- Topic: [0.17.4] Inserter stack size techs missing science pack dependencies
- Replies: 1
- Views: 693
[0.17.4] Inserter stack size techs missing science pack dependencies
Stack size 3 is missing chemical science as a dependency.
Stack size 4 is missing production science.
Stack size 7 is missing utility science.
Stack size 4 is missing production science.
Stack size 7 is missing utility science.
- Fri Mar 01, 2019 8:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.4] Usability issues with game.tick_paused
- Replies: 4
- Views: 2812
[0.17.4] Usability issues with game.tick_paused
The new tick_paused option is great, but for the purposes of creating TAS runs, it has a few issues when active (with ticks_to_run set to 0): - The god controller cannot move normally (can still move via zoom in/out) - Entities cannot be opened, but can be closed; this includes the player's own inve...
- Thu Feb 28, 2019 1:46 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.2] Re-add the pickaxe slot, but purely for showing your mining speed.
- Replies: 3
- Views: 1198
[0.17.2] Re-add the pickaxe slot, but purely for showing your mining speed.
Right now there's no way to check what your current mining speed is, without directly measuring the time it takes to mine basic ores (1/s at base, 2/s with steel). The pickaxe slot could be re-added with the relevant 0.16 tool shown as in that slot, and mousing over it could show your mining speed (...
- Wed Jan 30, 2019 12:36 pm
- Forum: Ideas and Suggestions
- Topic: Logistic Science only Technologies
- Replies: 3
- Views: 1469
Re: Logistic Science only Technologies
What happens late-game when you only have infinite tech left? Do you maintain it as-is, and have this weird state where some tech in the middle arbitrarily excludes the first two packs? Do you not use the first two packs, making that part of the base effectively useless? Do you make it vary by recip...