Search found 132 matches

by Hares
Sat May 18, 2024 9:05 pm
Forum: Duplicates
Topic: Electric Network Statistics duplicates entities those connected to both of merged netoworks
Replies: 2
Views: 93

Electric Network Statistics duplicates entities those connected to both of merged netoworks

I have a boiler plant with 240 steam engines in a network separated with a circuit-controller power switch. 2 of these 240 steam engines are shared to the main network via a large power pole. When networks are connected, the network statistics window shows that there're 242 steam engines. I searched...
by Hares
Wed May 15, 2024 11:09 am
Forum: Ideas and Suggestions
Topic: Add settings to disable specific system messages
Replies: 1
Views: 148

Add settings to disable specific system messages

TL;DR It would be nice to have settings disabling and/or muting system messages such as "Can't insert" or research queue changed. What? The following system messages should have settings to be disabled and/or muted: "Cannot insert X. Inventory is full." "X started/queued/ca...
by Hares
Wed May 15, 2024 10:51 am
Forum: Ideas and Suggestions
Topic: Scroll up in chat
Replies: 24
Views: 14731

Re: Scroll up in chat

+1 on that.
Even worse that the mentioned important mod info (like SE events) can be trashed away by "Can't insert" messages
by Hares
Wed May 08, 2024 4:19 pm
Forum: Minor issues
Topic: Cyrillic search is case sensitive
Replies: 7
Views: 1946

Re: Cyrillic search is case sensitive

This bug hurts me a lot. I end up searching science packs and other items/settings as "cience pack", "ogistics requests", "oboport", etc. since sometimes the main word is not the 1st one (i.e., Russian's name for SE rocket science is "Science pack of rocketry"...
by Hares
Fri Apr 12, 2024 11:18 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 152
Views: 21199

Re: Friday Facts #406 - Space Age Music

How about making an in-game director which is able to tell the audio engine which music should be played when and where? Many games already do so, and it's pretty natural. One of the best examples for so is Red Alert 3 which can – just by music – tell you that your forces have engaged the enemy.
by Hares
Fri Apr 05, 2024 1:38 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 139
Views: 17007

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

The one more thing I'd like to ask is to add ability to see requestors & providers for the specific item. I.e., you know that somebody is eating all of your steal, and you don't know who it is. Pretty useful in the larger bot-based bases (or at least malls)
by Hares
Fri Apr 05, 2024 11:45 am
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 139
Views: 17007

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

How about allowing reading the fluid system contents in the same way you read the whole transport line?
This info already exists on the UI, you just need to allow exporting it to the circuit network
by Hares
Fri Mar 29, 2024 12:03 pm
Forum: News
Topic: Friday Facts #404 - Frustration not found
Replies: 112
Views: 16328

Re: Friday Facts #404 - Frustration not found

Unit reporting.
Spiredtron ready.
Moving out!
We've got hostiles!
We will burry them.
Move, move, move!
<sounds of explosions in a distance>
by Hares
Fri Mar 22, 2024 12:30 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 130
Views: 18679

Re: Friday Facts #403 - Train stops 2.0

Klonan wrote:
Fri Mar 22, 2024 9:00 am
Rail planner works in the map mode.
Can we have something similar to the rail signals (i.e., every 32 tiles) and for the power poles?
by Hares
Sat Mar 16, 2024 9:38 am
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 24913

Re: Friday Facts #402 - Lightspeed circuits

From the FFF: https://cdn.factorio.com/assets/blog-sync/fff-402-rail-wires.png That's almost exactly how my rail blueprints look like - could have been a screenshot from my current factory :D I also added red and green wires "just in case a real use case pops up". I'm still waiting. The w...
by Hares
Fri Mar 15, 2024 1:03 pm
Forum: News
Topic: Friday Facts #402 - Lightspeed circuits
Replies: 169
Views: 24913

Re: Friday Facts #402 - Lightspeed circuits

@Devs, what will happen with the lightspeed assemblers connected to the circuit network? Didn't they mention early on that there was going to be Power Armour beyond Mk II? Maybe that's what it is? Power Armour Mk III? I still have no idea what are you talking about :) I did not see any arms there. A...
by Hares
Tue Mar 05, 2024 1:00 pm
Forum: Ideas and Suggestions
Topic: Request: Add option to exclude buffer (green) chest inventory from the logistics network
Replies: 2
Views: 504

Re: Request: Add option to exclude buffer (green) chest inventory from the logistics network

I was building a large city block base with multiple buffering storage areas. In order to calculate how many materials I need to export to the network there is a green wire which passes through the entire megabase grid and is automatically connected to all cells; cells with buffer chests increase th...
by Hares
Tue Mar 05, 2024 12:40 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1785

Re: [Factorio Mod Portal] Allow edits to title and/or category

Both Gitlab & GitHub provide full control of the bug item, except that it can't be deleted. And it's very common when the ticket author changes the title and there's no shame in doing so. This works because changing the title produces a clear message in that thread about the title changing from...
by Hares
Tue Mar 05, 2024 12:11 am
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1785

Re: [Factorio Mod Portal] Allow edits to title and/or category

1. I didn't use mentioning because I pressed reply button and some posts were written via mobile (including this one), which basically is incompatible with BB, but that's out of topic. 2. The key difference between you two is the fact you provide argumented opinion and I respect such behavior even t...
by Hares
Mon Mar 04, 2024 10:59 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1785

Re: [Factorio Mod Portal] Allow edits to title and/or category

Qon wrote:
Mon Mar 04, 2024 10:53 pm
Hares wrote:
Mon Mar 04, 2024 9:37 pm
Let's be honest. You're just hater (seeing this and other MD-related topic).
Hater of what exactly? Bad ideas? If so I'll admit it, it's true.
Not you.
FuryoftheStars is hater on anything new, modern and industry standard.
by Hares
Mon Mar 04, 2024 9:54 pm
Forum: This Forum
Topic: Markdown support!
Replies: 8
Views: 1577

Re: Markdown support!

I know the solution. This is a hard one, and its not a solution, it's the solution. Migrate the forums on a newer engine and get rid of BB-codes. BB-codes are the past century. They didn't evolve since, like, 2005? The post editor does not support any keyboard shortcuts, is ugly, and does not posses...
by Hares
Mon Mar 04, 2024 9:37 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1785

Re: [Factorio Mod Portal] Allow edits to title and/or category

Let's be honest. You're just hater (seeing this and other MD-related topic).
The most-reasonable solution I've seen is to allow any edits within ~24h.
by Hares
Mon Mar 04, 2024 4:23 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 1785

Re: [Factorio Mod Portal] Allow edits to title and/or category

Hardly +1 on that I think it's good that not all users are also given these mod powers. As a mod author I can rename incorrect claims in titles by users and indicate resolved status on bug reports etc with title edits. These powers are useless if the mod users have them as well, I would have to dele...
by Hares
Mon Mar 04, 2024 4:05 pm
Forum: This Forum
Topic: Markdown support!
Replies: 8
Views: 1577

Re: Markdown support!

+1 on that. Especially strange together with the fact that mods.factorio.com use Markdown.

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