Search found 25 matches

by waitofaiorur
Sun Aug 20, 2023 1:13 pm
Forum: Ideas and Suggestions
Topic: QoL: Press Q on cliff to equip cliff explosives in hand
Replies: 2
Views: 638

Re: QoL: Press Q on cliff to equip cliff explosives in hand

Would be nice if the cliff was highlighted on hover as well. Graphics and the actual space cliffs uses seldom matches.
by waitofaiorur
Mon Jul 10, 2023 7:16 pm
Forum: Ideas and Suggestions
Topic: Search should not be case sensitive
Replies: 10
Views: 1777

Re: Search should not depends on Upper/Lower case

Uh... He's one of the main developers. If he says it's too complex it probably is.
Internationalization is troublesome at the best of times.
by waitofaiorur
Wed Apr 19, 2023 4:14 pm
Forum: Balancing
Topic: Idea: reduce pollution emitted by machines on floor tiles
Replies: 22
Views: 6950

Re: Idea: reduce pollution emitted by machines on floor tiles

boskid wrote:
Fri May 06, 2022 1:54 pm
Terrain covered with concrete does not consume pollution, why should placement of machines on concrete make them pollute less? They should pollute more!
If realism is the issue, concrete does actually absorb a substantial amount of co2: https://www.google.com/search?q=concrete+absorb+co2
by waitofaiorur
Sun Apr 16, 2023 2:51 pm
Forum: Ideas and Suggestions
Topic: Add support for Lua-debugging in IntelliJ-products.
Replies: 6
Views: 1188

Re: Add support for Lua-debugging in IntelliJ-products.

I actually got it working after manually downloading some files and updating the plugin. Key was a adding a fixPath-function. The function in the picture is only almost correct. Hyphens are special in Lua apparently. They need to be prefixed with an escape-character: "%".
by waitofaiorur
Sun Apr 16, 2023 12:15 pm
Forum: Ideas and Suggestions
Topic: Add support for Lua-debugging in IntelliJ-products.
Replies: 6
Views: 1188

Re: Add support for Lua-debugging in IntelliJ-products.

Turns out dll-injection is actually supposed to work. I've posted an issue
Path-mapping must be handled, and it would be very helpful to break conditionally, so my suggestion still stands :)

Perhaps this plugin could be helpful? Seems pretty well maintained too.
by waitofaiorur
Fri Apr 14, 2023 9:48 am
Forum: Ideas and Suggestions
Topic: Add support for Lua-debugging in IntelliJ-products.
Replies: 6
Views: 1188

Re: Add support for Lua-debugging in IntelliJ-products.

I would really like to use a jetbrains IDE to work on my mods, but I feel as long as Jetbrains puts off LSP support it's a pipe dream. Seems like there exists a plugin . Never tried it myself, but it does seem interesting. There is also Fleet which I also haven't tried. Docs says it supports LSP na...
by waitofaiorur
Thu Apr 13, 2023 10:37 am
Forum: Ideas and Suggestions
Topic: Add support for Lua-debugging in IntelliJ-products.
Replies: 6
Views: 1188

Add support for Lua-debugging in IntelliJ-products.

TL;DR Add support for EmmyLuaDebugger . What ? Allow instrument-mod to load the necessary c-library and make it available for use. It can be injected into the process dynamically, but I still wasn't able to actually make use of it. Sandbox is pretty tight :) As far as I can tell emmy_core is what's...
by waitofaiorur
Sun Apr 02, 2023 1:42 pm
Forum: Ideas and Suggestions
Topic: logistic request fulfillment indicator
Replies: 0
Views: 417

logistic request fulfillment indicator

TL;DR Make the yellow background for logistic request a progress-indicator. What? When there are enough items for an unfulfilled request, the background turns yellow. I want to the yellow background to behave like the progress-indicator for crafting. https://i.imgur.com/Q4BIOZas.png Why? This sugges...
by waitofaiorur
Tue Mar 28, 2023 5:40 pm
Forum: Ideas and Suggestions
Topic: Seasons in Factorio
Replies: 6
Views: 1291

Re: Seasons in Factorio

Some weather along with the seasons would be nice too. I long for some rain on my factory.
by waitofaiorur
Thu Dec 23, 2021 5:47 pm
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 3672

Re: Auto-trash items that are automatically picked up from belts.

So I’ll move this to not implemented.
Arright! Merry Christmas! :-)
by waitofaiorur
Wed Dec 22, 2021 10:47 pm
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 3672

Re: Auto-trash items that are automatically picked up from belts.

Here's the link regarding bots: https://www.reddit.com/r/factorio/comments/6e6tkw/comment/di8alai/?utm_source=share&utm_medium=web2x&context=3 Because auto-trash does it in the “right way”: it extends an already existing mechanism. Your idea adds a parallel way to fill the trash. Which doesn...
by waitofaiorur
Wed Dec 22, 2021 2:20 am
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 3672

Re: Auto-trash items that are automatically picked up from belts.

First of all, let me thank you for your thorough answers. I really appreciate that you took the time to evaluate my suggestions and post thoughtful replies. I'm sure the list of suggestions aren't short and this is awesome :) If you turn off your personal roboport and use the pure power of construct...
by waitofaiorur
Sun Dec 19, 2021 12:23 pm
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 3672

Re: Auto-trash items that are automatically picked up from belts.

Why don’t you use ghosts and let your construction bots do that? :) From gameplay-perspective this doubles an already existing mechanism, the personal requests. So Me as a developer would not add this. Maybe I would make the interface simpler so I can click into the inventory and add a new request ...
by waitofaiorur
Sat Dec 18, 2021 11:44 pm
Forum: Outdated/Not implemented
Topic: Auto-trash items that are automatically picked up from belts.
Replies: 11
Views: 3672

Auto-trash items that are automatically picked up from belts.

I love belts, but working with them always leaves my inventory messy. Whenever I remove belts or replace them with a splitter or underground belt, the items on the belt is automatically picked up. This is way better than leaving them on the ground, but unless I explicitly grab items from a belt, I d...
by waitofaiorur
Sat Apr 10, 2021 10:45 pm
Forum: Duplicates
Topic: Exception Code: c0000005, Address: 0x00007ff60c312f87
Replies: 1
Views: 1281

Exception Code: c0000005, Address: 0x00007ff60c312f87

I tried using a "upgrade planner" to downgrade the blue inserters to regular yellow ones in the top corner of the map. This caused the game to crash every time. I then gave the upgrade-planner to the host who executed it without any further issues.
by waitofaiorur
Sun Nov 22, 2020 12:44 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 598675

Re: pY Coal Processing - Discussion

The high pitched sound is really painful. I posted an issue about it: https://github.com/pyanodon/pycoalprocessing/issues/75
by waitofaiorur
Wed Apr 08, 2020 5:09 pm
Forum: Ideas and Suggestions
Topic: Make blueprints first class citizens.
Replies: 0
Views: 926

Make blueprints first class citizens.

TL;DR Treat blueprints like any other placeable entity. What ? Placing walls in a line is easy. Just select your wall-part, hold and drag and voila, you now have a wall. Imagine the same, but for blueprints. Take your common solar-power blueprint for instance. It probably contains a radar, a robopo...
by waitofaiorur
Sun Mar 01, 2020 2:26 pm
Forum: Ideas and Suggestions
Topic: Simplify barrel recipes.
Replies: 11
Views: 3090

Re: Simplify barrel recipes.

So this should work for liquids like a furnace: create best matching recipe? Developers of liquid network would not like it, because that makes things much more complex. ;) There should never be anything but a single match. The problem in itself is not very complex, but integrating it into existing...
by waitofaiorur
Sat Feb 29, 2020 6:30 pm
Forum: Ideas and Suggestions
Topic: Simplify barrel recipes.
Replies: 11
Views: 3090

Re: Simplify barrel recipes.

Yes, if the connected pipe was total emptied, there is no recipe anymore, but if the new fluid comes, then the recipe will be changed to the right one. The way fluids work in the game is kind of " imprecise ". Don't think you can ever tell if a pipe system is truly empty. Also the recipe ...
by waitofaiorur
Sat Feb 29, 2020 11:02 am
Forum: Ideas and Suggestions
Topic: Simplify barrel recipes.
Replies: 11
Views: 3090

Re: Simplify barrel recipes.

ssilk wrote:
Sat Feb 29, 2020 5:41 am
With the coming/existing changes of pipe handling you need to tell the pipes, which fluid must be in. How should that work, if you don’t know that?
I'm not sure I understand, could you elaborate?
Are your concerned with what would happen with any fluid-remainder when you connect a new fluid?

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