What?
When hovering over a result when searching the map (chart), highlight that result on the map in some way (maybe make it blink continuously, or change color, or show a large map marker π).
Why?
When deciding on a new ore patch to expand to, I'd like to quickly see where they are in ...
Search found 33 matches
- Wed Nov 27, 2024 9:17 pm
- Forum: Ideas and Suggestions
- Topic: Map search improvement: highlight hovered search result
- Replies: 0
- Views: 161
- Thu Nov 21, 2024 10:48 pm
- Forum: Ideas and Suggestions
- Topic: Make quickbars and logistics request exportable/importable
- Replies: 4
- Views: 450
- Wed Nov 20, 2024 9:33 pm
- Forum: Ideas and Suggestions
- Topic: More toolbar slots visible on screen.
- Replies: 18
- Views: 9153
Re: Option to expand quickbar slots with image examples.
Existing suggestion here: viewtopic.php?f=6&t=64611
This mod may help: https://mods.factorio.com/mod/toolbars-mod
This mod may help: https://mods.factorio.com/mod/toolbars-mod
- Wed Nov 20, 2024 9:21 pm
- Forum: Not a bug
- Topic: [2.0.20] Upgrade bulk inserter to stack inserter
- Replies: 1
- Views: 406
Re: [2.0.20] Upgrade bulk inserter to stack inserter
This was a deliberate change: 121011
You can still manually configure an upgrade planner to perform this upgrade if you want.
You can still manually configure an upgrade planner to perform this upgrade if you want.
- Wed Nov 20, 2024 7:11 am
- Forum: Ideas and Suggestions
- Topic: Editor: "Instant upgrading" should apply to modules
- Replies: 1
- Views: 282
Editor: "Instant upgrading" should apply to modules
What I did:
Enter editor mode with /editor command
Under editor settings ensure "Instant upgrading" is checked
Create an upgrade planner that upgrades modules
Apply the upgrade planner to an entity
What happened:
Construction orders appeared for the modules (a red X over existing ...
Enter editor mode with /editor command
Under editor settings ensure "Instant upgrading" is checked
Create an upgrade planner that upgrades modules
Apply the upgrade planner to an entity
What happened:
Construction orders appeared for the modules (a red X over existing ...
- Sat Nov 16, 2024 8:40 pm
- Forum: Technical Help
- Topic: How to install on Mac both basic game and Space Age expansion?
- Replies: 22
- Views: 4902
Re: How to install on Mac both basic game and Space Age expansion?
I love it when people tell me I am not foolish! :-) But if "you cannot play Space Age without both keys", does that mean that the game's app on my computer, when it runs, somehow checks with WUBE that I have bought the right keys?
I'm not 100% sure how this is implemented, but I believe that the ...
- Sat Nov 16, 2024 9:49 am
- Forum: Technical Help
- Topic: How to install on Mac both basic game and Space Age expansion?
- Replies: 22
- Views: 4902
Re: How to install on Mac both basic game and Space Age expansion?
Hi. I'm a fellow Mac player who doesn't use Steam.
This leaves me uncertain: should I have both app bundles in my Mac's Applications folder? Should I just have the factorio Space Age app bundle installed?
You don't need both applications; you can use only the Space Age bundle. The Space Age ...
This leaves me uncertain: should I have both app bundles in my Mac's Applications folder? Should I just have the factorio Space Age app bundle installed?
You don't need both applications; you can use only the Space Age bundle. The Space Age ...
- Tue Nov 12, 2024 6:48 pm
- Forum: Releases
- Topic: Version 2.0.17
- Replies: 25
- Views: 13416
Re: Version 2.0.17
It does not.MechBFP wrote: Tue Nov 12, 2024 6:21 pm β [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.β
For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?
- Tue Nov 12, 2024 6:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.16] Rocket landing from space has box visible (cargo pod)
- Replies: 11
- Views: 2081
Re: [2.0.16] Rocket landing from space has box visible
FWIW that save also reproduces for me on my Mac on 2.0.17.
- Tue Nov 12, 2024 5:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [2.0.16] Rocket landing from space has box visible (cargo pod)
- Replies: 11
- Views: 2081
Re: [2.0.16] Rocket landing from space has box visible
Thanks for the log. To be honest, it made even mind boggling, I thought you were playing on some obscure hardware or Linux with weird build of graphics driver. I did not expect Win 11 with RTX 4060 Ti π
Curiously I've also seen the exact same issue on my M3 Pro MacBook Pro. It doesn't do it 100 ...
- Mon Nov 11, 2024 8:50 pm
- Forum: Ideas and Suggestions
- Topic: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"
- Replies: 3
- Views: 1662
Re: Add an "Add Pin" button below the minimap in remote view, next to "Add tag" and "Add ping"
+1
Also, because this thread is currently the top result in Google for "Factorio add pin":
Also, because this thread is currently the top result in Google for "Factorio add pin":
- In Factorio 2.0, the default control to add a pin for any entity or position is Alt + Right-click
- Thu Nov 07, 2024 7:46 pm
- Forum: Not a bug
- Topic: [2.0.14] Inserting onto splitter no longer saturates both output belts
- Replies: 9
- Views: 6273
Re: [2.0.14] Inserting onto splitter no longer saturates both output belts
Thank you for the explanation.
I did notice that when inserting onto Turbo splitters the output does end up being fully compressed. Turbo belts move 0.125 tiles per tick (versus express belts' 0.09375 tiles per tick), so it seems like there's some complexity with the order that things happen on ...
I did notice that when inserting onto Turbo splitters the output does end up being fully compressed. Turbo belts move 0.125 tiles per tick (versus express belts' 0.09375 tiles per tick), so it seems like there's some complexity with the order that things happen on ...
- Tue Nov 05, 2024 12:51 am
- Forum: Not a bug
- Topic: [2.0.14] Inserting onto splitter no longer saturates both output belts
- Replies: 9
- Views: 6273
[2.0.14] Inserting onto splitter no longer saturates both output belts
Hi, I noticed this difference between Factorio 1 and 2. I'm not sure whether this was an intentional change, or an unintentional side effect of some other change, and whether it's considered a bug or is intended to be the new behavior, but I thought I'd report it. Designs like these relied on the ...
- Sun Nov 03, 2024 8:48 pm
- Forum: Ideas and Suggestions
- Topic: Add support to search by keybinding when browsing "Controls Settings"
- Replies: 2
- Views: 796
Re: Add support to search by keybinding when browsing "Controls Settings"
I agree that it's difficult to search by (unmodified) keybinding for common letters like E or T since so many of the labels contain those letters.
I have a suggestion that I think could help significantly with minimal effort: implicitly prepend/append characters to the searched values for ...
I have a suggestion that I think could help significantly with minimal effort: implicitly prepend/append characters to the searched values for ...
- Wed Oct 23, 2024 9:08 am
- Forum: Not a bug
- Topic: [2.0.9] Recipes tooltip missing when selected in assembly machine
- Replies: 2
- Views: 399
Re: [2.0.9] Recipes tooltip missing when selected in assembly machine
Hover over the "Piercing rounds magazine" text or icon slightly higher up in the window, instead.
See "Assembler recipe info" in this FFF blog post: https://www.factorio.com/blog/post/fff-426
See "Assembler recipe info" in this FFF blog post: https://www.factorio.com/blog/post/fff-426
- Sun Jun 16, 2024 1:48 am
- Forum: Implemented in 2.0
- Topic: Large poles should automatically connect Red&Green wires
- Replies: 34
- Views: 15828
Re: Large poles should automatically connect Red&Green wires
My comment was a little ambiguous but I was referring specifically to the suggestion by mrvn that I quoted, not the entire thread βΒ my reading of their comment and the FFF is that it will work exactly how they described, unless I misunderstood something.
- Sat Jun 08, 2024 11:06 pm
- Forum: News
- Topic: Friday Facts #414 - Spoils of Agriculture
- Replies: 397
- Views: 96682
Re: Friday Facts #414 - Spoils of Agriculture
Probably will just work the same way as stacks in boxes or assemblers β the whole stack would share an average spoil % value, as mentioned earlier in this thread.Cobaltur wrote: Sat Jun 08, 2024 9:43 am But how does "white-line" works for stacks one the belt? see https://www.factorio.com/blog/post/fff-393
- Sat Jun 08, 2024 8:39 pm
- Forum: Implemented in 2.0
- Topic: Large poles should automatically connect Red&Green wires
- Replies: 34
- Views: 15828
Re: Large poles should automatically connect Red&Green wires
But what about using the click&drag mode? Take a power pole in your hand, click on an existing power pole that has red or green wires and then drag. Instead of just placing the next pole in the right distance it should also connect red or green wires same as the original pole had. But only with the ...
- Tue May 28, 2024 7:48 pm
- Forum: Show your Creations
- Topic: Compact train unloading
- Replies: 4
- Views: 43620
Re: Compact train unloading
I also have an interest in compact train stations for a project where I'm attempting to make a dense base. I made my own two-wide unloading station for it. It has a few additional advantages:
2 buffer chests per side of wagon, for twice-as-fast unloading
Can be scaled down to red belts and ...
2 buffer chests per side of wagon, for twice-as-fast unloading
Can be scaled down to red belts and ...
- Fri May 24, 2024 7:12 pm
- Forum: News
- Topic: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
- Replies: 62
- Views: 16795
Re: Friday Facts #412 - Undo/Redo improvements & Car Latency driving
This doesn't apply to rotations made by hand using the R key, as that is easy to correct yourself and could spam up the undo queue.
It's easy to undo if it's the most recent action, but when you're undoing a series of multiple recent actions (like 10+), having manual rotations omitted is more ...
It's easy to undo if it's the most recent action, but when you're undoing a series of multiple recent actions (like 10+), having manual rotations omitted is more ...