Search found 2124 matches

by Qon
Fri Apr 05, 2024 5:16 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 138
Views: 16293

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

https://cdn.factorio.com/assets/blog-sync/fff-405-remote-view-glue.png The map/remote view not going to the very edge of the screen is very sad to me. Please revert that. The gray border is just wasting screen space and it doesn't look good. Having a nice zoomed out overview of your base without GU...
by Qon
Fri Apr 05, 2024 4:48 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 15944

Re: Friday Facts #404 - Frustration not found

I also think that RTS tool is a bizarre name (regardless of how many units the tool can instruct, tanks, etc...). One is not using the tool to play (or otherwise 'tool' upon) a Real Time Strategy game (RTS) so how is it an RTS tool? The tool is used to implement a Strategy, in Real Time. So it's a ...
by Qon
Fri Apr 05, 2024 4:42 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 138
Views: 16293

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

That is different point of view. I do not want reach a point, when my goal is shoot rockets like mini-gun. It is just wrong. I want to keep the precious moment of release as a magic moment. Therfore give me an endless space research for gigantic size of cargo space ship. No, you are wrong. You don'...
by Qon
Fri Apr 05, 2024 4:38 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 138
Views: 16293

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

Lastly... can we not rename the logistic networks? I thought I recalled that you were going to offer that, but on seeing some of the latest posts from others here, it sounds like that *didn't* get added? Seeing a long list of "LOGISTICS NETWORK #X" is boring. Seeing "Smelter Array Tr...
by Qon
Thu Apr 04, 2024 6:55 pm
Forum: Modding help
Topic: Edit an existing mod
Replies: 9
Views: 543

Re: Edit an existing mod

Hm... I keep having the same problem as before. So I copied that mod to another folder, uninstalled (deleted) it in Factorio, the mod folder then did not contain that mod after that. Closed the game. I unzipped the copied mod to the factorio mod folder und edited it (file prototypes/shared.lua ). E...
by Qon
Wed Apr 03, 2024 5:28 pm
Forum: Modding help
Topic: Edit an existing mod
Replies: 9
Views: 543

Re: Edit an existing mod

Check the tutorials for the exact format the name of the folder and mod needs as well as other things to load your mod https://wiki.factorio.com/Tutorial:Modding_tutorial https://wiki.factorio.com/Tutorial:Mod_structure Pretty simple stuff if you follow it line by line. Then the link "API docs&...
by Qon
Wed Apr 03, 2024 3:58 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 329
Views: 48242

Re: Friday Facts #384 - Combinators 2.0

1. A vanilla "Circuit Board", eg a unit where you can build more complicated circuits. Same "unfolded" size as a combinator, but larger when unfolded. I know some addins exist, but I like vanilla! Would be nice, yes. Should be blueprintable and have unlimited internal space and ...
by Qon
Wed Apr 03, 2024 1:44 am
Forum: Not a bug
Topic: Sound alignment is off
Replies: 14
Views: 6122

Re: Sound alignment is off

What does "not line up properly" mean, more precisely? Off by a few ticks sometimes, or off by microseconds? For the latter, it's not really possible to solve this in (using, not writing) a game engine with sound clips. You can't make each tick exactly the same length. If you had direct ac...
by Qon
Mon Apr 01, 2024 10:49 am
Forum: Gameplay Help
Topic: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?
Replies: 7
Views: 715

Re: Best way to get around the "filter inserters only have 5 filter slots and stack filters only 1" constraint?

I have a blueprint for allowing any amount of filters in a stack filter inserter. It is guaranteed to not miss any items on a belt (with electricity), but the technique could easily be adapted for choosing the right filter to use for a train. 0eNrFV0tu2zAQvQrBVQtIhiV/I3TVGxTorggEWhpZRCRSICk7RuAD9BY9...
by Qon
Mon Apr 01, 2024 10:21 am
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 15944

Re: Friday Facts #404 - Frustration not found

No to the new RTS control from me. [...] --- Edit/PS: With the 2.0 tweaks, I think you're running afoul of "wouldn't it be cool" featuritis and losing sight of core game design. Step back and take a look at what the actual game loop is. Do your additions strengthen the game loop or muddle...
by Qon
Sun Mar 31, 2024 7:36 pm
Forum: General discussion
Topic: Suggestion to Increase Sales and Combat Piracy in Brazilian Territory
Replies: 8
Views: 894

Re: Suggestion to Increase Sales and Combat Piracy in Brazilian Territory

If you are a chatbot troll then I guess +1 point to you. But assuming you are serious: Why not just continue to ignore that players from weak economies pirate the game, and gain full price from players from stronger economies actually loving the game so much that they want to spend money on the game...
by Qon
Sun Mar 31, 2024 7:11 pm
Forum: Ideas and Suggestions
Topic: In game visual programming language ?
Replies: 2
Views: 189

Re: In game visual programming language ?

We already have a visual programming language, what we need is a textual one. Not more visual languages. Visual programming languages are ok for learning some basic logic concepts for a few minutes, but after that it just holds you back. Small kids can enjoy visual programming languages slightly lon...
by Qon
Sat Mar 30, 2024 10:50 pm
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 753

Re: Smaller batch fluid processing

[Koub] Can't take a few days off without some thread exploding I guess. All the discussion about the smaller granularity for 100% fluid recipes is totally off topic, so I'm splitting it from the #402 FFF thread, into the Ideas and suggestions. Feel free to discuss the suggestion here, but keep it c...
by Qon
Sat Mar 30, 2024 11:27 am
Forum: News
Topic: Friday Facts #387 - Swimming in lava
Replies: 170
Views: 41334

Re: Friday Facts #387 - Swimming in lava

It doesn't take away from any challenge since it'd be an optional feature Wrong. I'm not against filters on miners, but what you wrote is hilariously wrong. Of course you have the option to do an self-imposed challenge run, but that doesn't mean the regular experience isn't made easier by tools tha...
by Qon
Wed Mar 27, 2024 4:04 pm
Forum: Ideas and Suggestions
Topic: Create new backup file instead of overwriting blueprint-storage-backup.dat
Replies: 2
Views: 263

Re: Create new backup file instead of overwriting blueprint-storage-backup.dat

What does "hop between versions" mean? Factorio doesn't support downgrading, if you hop down you are copying files around manually in a way that can't really be supported. If you have multiple install directories then just don't delete your blueprints when moving on to use another. If you ...
by Qon
Sun Mar 24, 2024 11:06 am
Forum: Ideas and Suggestions
Topic: 64-bit integer limit
Replies: 12
Views: 695

Re: 64-bit integer limit

This is unlikely to happen unless we would update Lua to something newer than 5.2. If circuit network signals would have values based on 64 bit integers then scripts would have a hard time setting some values since all values in lua 5.2 are based on a `double` which cannot represent all 64 bit inte...
by Qon
Sun Mar 24, 2024 8:29 am
Forum: Ideas and Suggestions
Topic: Smaller batch fluid processing
Replies: 25
Views: 753

Re: Friday Facts #402 - Lightspeed circuits

It's great to hear that you finally fixed the issue caused by multiple items being created per tick. Could we also get an alternative production-handling logic for fluids, that would process small amounts of fluids each tick, instead of handling them in (relatively huge) discrete batches every few ...
by Qon
Fri Mar 22, 2024 9:38 am
Forum: General discussion
Topic: Quality level run-off poll
Replies: 31
Views: 2052

Re: Quality level run-off poll

I'm going to assume that almost everyone that voted Q1-Q5 are actually fine with the "Legendary" names since Q1-Q5 will be used and understood universally in conversation regardless of what they are called in game. No one actually needs the devs to name the quality levels that to be able t...
by Qon
Mon Mar 18, 2024 11:19 pm
Forum: Combinator Creations
Topic: Average troughput for the last second using memory
Replies: 7
Views: 624

Re: Average troughput for the last second using memory

Hello, first of all I want to thank @Qon and @mmmPi for the warm welcome. You really make me feel included. By the way, how can I type the BBcode for the collapsable panel with a Plus? I searched, but never found an option. Np, pleasure is mine :) Thanks for using [ bp] tags for blueprints now ;) Q...
by Qon
Mon Mar 18, 2024 10:35 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 24205

Re: Friday Facts #402 - Lightspeed circuits

I am still not convinced that adding ID to channel on radars would not cause a situation where players have a strong incentive to build arrays of radars. Which is worse in my eyes than both current situation with minimalist approach or antenna approach with dedicated entity for multi channel. I hav...

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