Thanks ssilk.
One additional thing for this: if I have some underground belts in my main inventory, and an open slot on my toolbar, mining underground belts places them on my toolbar instead of combining with the stack in my inventory. Noticed this while cleaning up sections of my base.
Search found 46 matches
- Sun Jun 15, 2014 10:14 pm
- Forum: Implemented Suggestions
- Topic: Sort items from inventory into toolbar
- Replies: 7
- Views: 3649
- Sat Jun 14, 2014 4:21 am
- Forum: Implemented Suggestions
- Topic: Sort items from inventory into toolbar
- Replies: 7
- Views: 3649
Re: Sort items from inventory into toolbar
If I press Q when I have this half stack in my hand, it should combine with the other half stack and free up an inventory slot. Currently, it makes me have 1 full stack and 2 half stacks (one on toolbar, one in inventory). http://i.imgur.com/vtmGlRr.png I wasn't sure if this qualified as a bug, as i...
- Sat Jun 14, 2014 12:45 am
- Forum: Implemented Suggestions
- Topic: Sort items from inventory into toolbar
- Replies: 7
- Views: 3649
Sort items from inventory into toolbar
Probably not the best title, but meh. Ex: I usually carry around 3 stacks of transport belts. In this example, I have 1 1/2 stacks (50+25) in my inventory and 1 stack (50) which is on a filtered toolbar slot. If I use 30 transport belts from my filtered slot in inventory, then press Q, the stack I'm...
- Fri Jun 13, 2014 10:51 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 79180
Re: [MOD 0.10.0] Automatic Rail Laying Machine v0.0.1
The item did not appear on my Tech list under the Automated Rail Transportation technology, and the recipe was not unlocked. http://i.imgur.com/dvsTkWy.png I am using DyTech, and it adds the Large Capacity Cargo Wagon the same way you are adding the Rail Layer. If anyone runs into this, you can exec...
- Fri Jun 13, 2014 2:57 pm
- Forum: Ideas and Suggestions
- Topic: Inventary - number of producible products instead of recipes
- Replies: 4
- Views: 1612
Re: Inventary - number of producible products instead of rec
Plus - for some things this number actually makes sense - when would you need an odd number of underground belts or underground pipes? When biters destroy one half of a pipe/underground and you have to place a new one down. When this happens i usually put the odd-man-out down and shoot it so I don'...
- Fri Jun 13, 2014 2:38 pm
- Forum: Mods
- Topic: [MOD 0.10.2] Automatic Rail Laying Machine
- Replies: 143
- Views: 79180
Re: [MOD 0.10.0] Automatic Rail Laying Machine
Really wish I was not at work right now. Look forward to trying this when I'm back home.
- Wed Jun 11, 2014 3:16 am
- Forum: Implemented Suggestions
- Topic: File based configuration options (for mods)
- Replies: 5
- Views: 3317
Re: File based configuration options (for mods)
Well, for per-save, there's always the glob. And if you wanted to make it configurable then you could pop-up a window on a new game with options that would write to glob and then never appear again. This still wouldn't help with any data-level modifications, but would allow mods like DyTech to disab...
- Wed Jun 11, 2014 3:06 am
- Forum: Gameplay Help
- Topic: Having trouble with train signals
- Replies: 13
- Views: 6331
Re: Having trouble with train signals
I haven't done the two-engine system yet, but I had this error when I didn't have doubled signals. YMMV.
If you remove the bottom signal, and put two signals side by side on the area of track that's completely vertical, does it work then?
If you remove the bottom signal, and put two signals side by side on the area of track that's completely vertical, does it work then?
- Wed Jun 11, 2014 2:43 am
- Forum: Gameplay Help
- Topic: Having trouble with train signals
- Replies: 13
- Views: 6331
Re: Having trouble with train signals
Your top signal appears to not be attached to the bottom track, but the top. You've created a split where traffic can only flow from either left or bottom to right. You need a signal on the opposite side of the bottom signal in order for traffic to flow the other way. When placing that signal, the o...
- Tue Jun 10, 2014 9:49 pm
- Forum: Implemented Suggestions
- Topic: File based configuration options (for mods)
- Replies: 5
- Views: 3317
Re: File based configuration options (for mods)
Looking over the modding changes, I just noticed there's a write and remove file operations, but I don't see one for a read operation. That's interesting. I wonder what you would want to write from a mod that you wouldn't able to read back. Anyways, most of the stuff you would like changed have to b...
- Tue Jun 10, 2014 7:10 pm
- Forum: Not a bug
- Topic: nevermind, not a bug :) tooltip on elec drill
- Replies: 2
- Views: 1868
Re: [0.10.0] harmless, just a wrong tooltip on elec drill
The drill is 3x3, but the area it mines from is a 5x5 (see the overlay when placing it). Edit: actually, thing about it now it may be 4x4, don't have the game open right now ![Razz :P](./images/smilies/icon_razz.gif)
![Razz :P](./images/smilies/icon_razz.gif)
- Tue Jun 10, 2014 6:39 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.0] New game dialog doesn't fit screen with mods
- Replies: 5
- Views: 3096
Re: [0.10.0] graphics are not enough place
As a work around you can go into the mods settings and find the autoplace-control type for ones you aren't going to modify and change the richness value to false. The ore will still spawn in the world but it won't be visible on that screen. Ex. gold ore from OreTech: { type = "autoplace-control...
- Mon Jun 09, 2014 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Make regular Inserters out of Burner Inserters.
- Replies: 12
- Views: 3544
Re: Make regular Inserters out of Burner Inserters.
+1. More upgrade recipes are needed to rid us of that chest of random stuff that isn't used anymore, or for the "oops I accidentally all the burner inserters instead of regular inserters".drs9999 wrote:No one sugested to remove the old recipe. Both recipes can co-exist
- Mon Jun 09, 2014 1:23 pm
- Forum: Ideas and Suggestions
- Topic: Roads (stone, asphalt)/moving+driving quicker
- Replies: 26
- Views: 11365
Re: Roads (stone, asphalt)/moving+driving quicker
If we're going to make roads, then we should have the car prefer to stay on the road (no more careening off into buildings or trying to navigate narrow passages at sub 1 mph?
)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Sun Jun 08, 2014 9:25 pm
- Forum: Implemented Suggestions
- Topic: Disable Replay Function
- Replies: 13
- Views: 4666
Re: Disable Replay Function
Just to clarify, I do not think modding by itself disables replay, but the process of adding a mod to an existing save.
- Sun Jun 08, 2014 2:11 pm
- Forum: This Forum
- Topic: New forum skin
- Replies: 80
- Views: 57643
Re: New forum skin
The Private Message Inbox window, the whole box is completely white with grey text and really hard to read.
![Image](https://forums.factorio.com/images/ext/a568acaa583ca87f33bcb32cac15c9a5.png)
![Image](https://forums.factorio.com/images/ext/a568acaa583ca87f33bcb32cac15c9a5.png)
- Sun Jun 08, 2014 3:16 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10] Pathfinding bug - Stuck in a corner
- Replies: 1
- Views: 804
[0.10] Pathfinding bug - Stuck in a corner
Seems I'm getting a good deal taking out this base. The debug mode shows their path is straight down and a green line instead of the usual white/yellow dots. Seems like the obvious choice would be to travel up. Instead they keep wanting to head down through the gap between the two spawners. https://...
- Sat Jun 07, 2014 3:07 pm
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 333679
Re: [MOD 0.10.0] Treefarm v1.1.0
Looking at the new cargo-wagon code, it does not appear they added the ability to set inventories to filtered.
If that was the case, you could theoretically set one slot to germlings and two slots to wood and when items were inserted they would go to those specific slots.
If that was the case, you could theoretically set one slot to germlings and two slots to wood and when items were inserted they would go to those specific slots.
- Sat Jun 07, 2014 2:40 pm
- Forum: General discussion
- Topic: Refinery
- Replies: 8
- Views: 4218
Re: Refinery
I believe by "unused" they're talking about recipes like Plastic where there is no output defined for the pipe. In this case, all outputs have a valid pipe and thus the pipes connect.MF- wrote:Unused inputs/outputs should auto-disconnect in this version, right?
- Sat Jun 07, 2014 4:53 am
- Forum: Mods
- Topic: [MOD 0.11.x+] Straight Pipes - Easier liquid handling
- Replies: 17
- Views: 17988
Re: [MOD 0.9.x+] Straight Pipes - Easier liquid handling
Looks like there's a conflict with DyTech...
DyTech|data.lua:31:
attempt to concatenate local 'colour' (a nil value)
Probably overrides the pipepictures function that DyTech uses.
DyTech|data.lua:31:
attempt to concatenate local 'colour' (a nil value)
Probably overrides the pipepictures function that DyTech uses.