Search found 217 matches
- Wed Nov 06, 2024 1:08 pm
- Forum: Not a bug
- Topic: [2.0.7] Map zoom level is not saving
- Replies: 14
- Views: 841
Re: [2.0.7] Map zoom level is not saving
Can folks post screenshots of what happens when you open remote view? It shouldn't be zoomed all the way in or all the way out, but it should be at the same functional zoom level in the map view every time it is opened. For me the bigger problem is that the old 1.1 functionality was entirely replac...
- Fri Nov 01, 2024 9:10 pm
- Forum: Ideas and Suggestions
- Topic: Option to have Remote View music use the player's real location
- Replies: 5
- Views: 273
Option to have Remote View music use the player's real location
I find it annoying to have the music change based on where I'm looking as this can frequently change (often resulting in no music), and would prefer the option to have music be based on where I physically am regardless of where I'm looking.
- Fri Nov 01, 2024 8:08 pm
- Forum: Ideas and Suggestions
- Topic: Increased visibility of differences in spoilage times
- Replies: 2
- Views: 316
Re: Increased visibility of differences in spoilage times
Log scale instead perhaps? Have the bar indicate on a log scale remaining time where a full bar is some fixed time (1h? 30m?) so it's also obvious from the already shortened bar that an item is a quick spoiler as well. Also, having the icon shift over time (perhaps through several variants) as it sp...
- Fri Nov 01, 2024 3:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Lou]Remote view and blueprint/deconstruct/upgrade planners
- Replies: 4
- Views: 574
Re: [Lou]Remote view and blueprint/deconstruct/upgrade planners
To add to this, remote view upgrade planners can't be modified without putting them on a hotbar first, which is somewhat inconvenient.
Maybe you should be able to edit them through a keybind and/or right-clicking the new upgrade planner button bottom-right?
Maybe you should be able to edit them through a keybind and/or right-clicking the new upgrade planner button bottom-right?
- Fri Nov 01, 2024 3:13 pm
- Forum: Bug Reports
- Topic: [2.0.13] When dragging in remote view, the minimap doesn't update until you let go
- Replies: 0
- Views: 56
[2.0.13] When dragging in remote view, the minimap doesn't update until you let go
During remote view when panning the camera via drag, the minimap doesn't update its' position until you stop dragging, at which point it snaps to your current position.
- Wed Oct 30, 2024 4:25 pm
- Forum: Ideas and Suggestions
- Topic: Option to hide technology behind an unresearched essential technology
- Replies: 1
- Views: 121
Option to hide technology behind an unresearched essential technology
When looking at the tech tree at Production Science Pack I'm confronted with the following massive tree: https://i.imgur.com/Vqkh8sU.png Half of these are locked behind another pack's tech (primarily other planets - I've crossed them out) and merely serve to clog up what I'm trying to do: Work out w...
- Fri Oct 25, 2024 10:53 am
- Forum: Ideas and Suggestions
- Topic: Add probability of each resulting quality to the info window
- Replies: 4
- Views: 326
- Wed Oct 23, 2024 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Add probability of each resulting quality to the info window
- Replies: 4
- Views: 326
Re: Add probability of each resulting quality to the info window
To clarify, I'm talking about this panel:
I'd like to see a probability breakdown directly above or below the "Quality: +2%" line.
I'd like to see a probability breakdown directly above or below the "Quality: +2%" line.
- Wed Oct 23, 2024 12:29 pm
- Forum: Ideas and Suggestions
- Topic: Add probability of each resulting quality to the info window
- Replies: 4
- Views: 326
Add probability of each resulting quality to the info window
Since recipes now have to be set with a fixed quality, it's now possible to know ahead of time exactly what the probability is for each resulting quality. This should be included on the info window under the map where all the other stats are whenever quality modules are inserted (even if it's <=0% d...
- Tue Oct 22, 2024 11:02 pm
- Forum: Duplicates
- Topic: [2.0.8] Quality probability tips & tricks is wrong/vague
- Replies: 1
- Views: 63
[2.0.8] Quality probability tips & tricks is wrong/vague
The "Quality probabilities" tips & tricks entry has the table from the FFF showing the 10% quality odds (4x T3) as "10%, 1%, ..." which doesn't match the actual probabilities of "9%, 0.9%, ...". Either the numbers in the table need to change, or some other text need...
- Mon Oct 21, 2024 5:57 pm
- Forum: Not a bug
- Topic: [2.0.7] Map zoom level is not saving
- Replies: 14
- Views: 841
Re: [2.0.7] Map zoom level is not saving
This should be an option, for me M4/5 are PTT keys and it's far more intuitive to have my map key open the current surface map at whatever it was last zoomed to.
- Sun Oct 13, 2024 4:57 pm
- Forum: Technical Help
- Topic: [1.1.110] Steam notification causes Factorio to freeze
- Replies: 2
- Views: 202
Re: [1.1.110] Steam notification causes Factorio to freeze
I have a 4GB memory dump available as well.
- Thu Oct 10, 2024 4:37 pm
- Forum: Technical Help
- Topic: [1.1.110] Steam notification causes Factorio to freeze
- Replies: 2
- Views: 202
[1.1.110] Steam notification causes Factorio to freeze
When I receive a notification (such as a message), Factorio instantly freezes. Nothing in logs to indicate an issue, had to force-close. I see a prior topic about this but it's from 2017 with no reproduction, however I have a consistent issue where Steam chat notifications are also failing to open t...
- Tue Mar 26, 2024 5:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.104] Daisy-chained research labs can jam with modded tech costs
- Replies: 1
- Views: 663
[1.1.104] Daisy-chained research labs can jam with modded tech costs
Currently using the following mod to inflate tech costs progressively: https://mods.factorio.com/mod/Hexi_Scaling_Science_Cost For visibility, I chose to actually modify the pack count and consumption time and not total number required, so that you can see what the multiplier is directly. This initi...
- Tue Jan 09, 2024 11:23 am
- Forum: Ideas and Suggestions
- Topic: Electric mining drill circuit output 1 count option
- Replies: 1
- Views: 561
Electric mining drill circuit output 1 count option
Electric mining drills have a circuit output that counts ore below the drill and ore on the entire field, but to get the number of mining drills that have ore beneath them you would need to connect every mining drill to a comparator separately and use output 1 each. An option on the mining drills th...
- Sun Dec 31, 2023 2:06 am
- Forum: Not a bug
- Topic: [1.1.100] Train pumps do not respect fluid system restrictions
- Replies: 2
- Views: 712
[1.1.100] Train pumps do not respect fluid system restrictions
I know that there's been a general surrender when it comes to ensuring fluid systems are strictly one-fluid, but in the case of train unloading it's particularly easy for this to happen to the point where I think a new player could come across this. Having to use circuits to solve this problem or be...
- Tue Nov 02, 2021 8:43 pm
- Forum: Ideas and Suggestions
- Topic: Allow mousing over ore fields on the minimap for info
- Replies: 0
- Views: 723
Allow mousing over ore fields on the minimap for info
I just tried to check on how much ore was in a uranium field in the minimap, which would be a great convenience factor if it worked, especially if the tooltip for it (as well as on the main map) showed any unique stats (uranium has 200% time and requires acid).
- Wed Sep 22, 2021 3:45 pm
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 26290
Re: Version 1.1.40
Glad to see this finally added, but I have some questions about it: Will there be an option to opt-in but not auto-ban, and instead notify admins? What about to only allow the player to connect if an admin is present to be notified? If a player is auto-banned and an admin then unbans that player, bu...
- Wed Nov 25, 2020 5:06 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 53915
Re: Version 1.1.1
Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Hmmm ... A "regular" modded furnace, about a third of the possible recipes showing: furnace1.jpg I was afraid that it could happen, I will change it to table, which will solve the problem until there woul...
- Thu Nov 19, 2020 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
- Replies: 4
- Views: 1959
Re: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
I like the base of this idea, which is, that you can put some kind of information into the hot bar. I’m not sure if it should be the shields in that form. We need to play around with this idea a bit more. :) The idea was to have anything combat-relevant there, which would be those three things. May...