Search found 33 matches

by mwls
Wed Nov 27, 2024 9:17 pm
Forum: Ideas and Suggestions
Topic: Map search improvement: highlight hovered search result
Replies: 0
Views: 161

Map search improvement: highlight hovered search result

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 πŸ“).

Why?

When deciding on a new ore patch to expand to, I'd like to quickly see where they are in ...
by mwls
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.
by mwls
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 ...
by mwls
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 ...
by mwls
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 ...
by mwls
Tue Nov 12, 2024 6:48 pm
Forum: Releases
Topic: Version 2.0.17
Replies: 25
Views: 13416

Re: Version 2.0.17

MechBFP wrote: Tue Nov 12, 2024 6:21 pm β€œ [space-age] Streamlined quality selector to use separate buttons for each quality instead of a drop-down.”

For anyone who has tried it, does this resolves the issue with needing 2 clicks for setting each recipe after researching quality?
It does not.
by mwls
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.
by mwls
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 πŸ˜…


Curiously I've also seen the exact same issue on my M3 Pro MacBook Pro. It doesn't do it 100 ...
by mwls
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":
  • In Factorio 2.0, the default control to add a pin for any entity or position is Alt + Right-click
by mwls
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 ...
by mwls
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 ...
by mwls
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 ...
by mwls
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
by mwls
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 β€”Β my reading of their comment and the FFF is that it will work exactly how they described, unless I misunderstood something.
by mwls
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

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
Probably will just work the same way as stacks in boxes or assemblers – the whole stack would share an average spoil % value, as mentioned earlier in this thread.
by mwls
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 ...
by mwls
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 ...
by mwls
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 ...

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