Search found 2124 matches
- 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...
- 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 ...
- 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'...
- 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...
- 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...
- 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&...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...