Search found 51 matches
- Mon Aug 22, 2022 7:33 pm
- Forum: Modding help
- Topic: Command to show Character screen
- Replies: 1
- Views: 851
Command to show Character screen
Is there a Lua command to show the character screen? I'd like to create a mod that adds a button to the shortcut bar that brings it up.
- Tue Oct 29, 2019 7:41 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 56366
Re: Friday Facts #318 - New Tooltips
If you're going to rework tooltips maybe look at adding one showing what the belt under the mouse pointer is carrying? If you use mods that add a lot of entities, visually distinguishing between three slightly differently shaded white squares is challenging.
- Thu May 16, 2019 12:02 am
- Forum: Releases
- Topic: Version 0.17.39
- Replies: 11
- Views: 11652
Re: Version 0.17.39
With .38 I got occasional dips to 40/40 FPS/UPS but with this version I'm getting frequent and sustained dips to 30/30. Looking at the F5 output doesn't tell me anything. I'm running lots of mods - what's the best way of tracking down the culprits? Please don't say disabling them one by one.
- Sat Apr 27, 2019 12:46 pm
- Forum: General discussion
- Topic: 0.17 ruin my favor design
- Replies: 7
- Views: 3394
Re: 0.17 ruin my favor design
Workaround: Set all the refineries' recipes to empty and then set them to the recipe you want.
- Thu Apr 11, 2019 2:14 am
- Forum: Ideas and Suggestions
- Topic: Figuring out what is on a belt
- Replies: 1
- Views: 1040
Figuring out what is on a belt
I'm wondering why the game doesn't tell you what's on a belt segment if you move your cursor over it. I realize the number of items on a segment might be changing too fast but the types of items should be fairly constant, especially if you poll once a second. Playing with mods which add a lot of ...
- Sun Mar 31, 2019 3:50 am
- Forum: Not a bug
- Topic: [0.17.23] Cannot change recipes in copy-pasted entities
- Replies: 2
- Views: 1201
Re: [0.17.23] Cannot change recipes in copy-pasted entities
If this is not a bug then why does recipe-switching work when only one entity (with pipes) is pasted or if n-1 pasted entities' recipe are set to nil as described in my report?
- Sat Mar 30, 2019 7:50 pm
- Forum: Not a bug
- Topic: [0.17.23] Cannot change recipes in copy-pasted entities
- Replies: 2
- Views: 1201
[0.17.23] Cannot change recipes in copy-pasted entities
1. Copy two or more already active entities with input or output pipes (or both) containing fluids.
2. Paste to a location making sure none of the new pipes will be connected.
3. Trying to change the recipe in one entity will result in a "Can't mix fluids" message and set the recipe to nil.
If n-1 ...
2. Paste to a location making sure none of the new pipes will be connected.
3. Trying to change the recipe in one entity will result in a "Can't mix fluids" message and set the recipe to nil.
If n-1 ...
- Sun Mar 24, 2019 10:49 pm
- Forum: General discussion
- Topic: Ghost entities in 0.17
- Replies: 2
- Views: 1605
Ghost entities in 0.17
Is it just me or are ghost entities harder to spot in 0.17? I've had a few times where I couldn't figure out why something wasn't working, only to realize a placed entity was only a ghost, and not really there.
- Sun Mar 24, 2019 10:40 pm
- Forum: Ideas and Suggestions
- Topic: Allow mining when pasting entities
- Replies: 5
- Views: 1815
Allow mining when pasting entities
TL;DR
Allow players to remove entities by right clicking and mining them while paste mode is active.
Why ?
Right now players cannot remove entities while paste mode is active. This prohibits making "quick adjustments" like removing bits of existing belts so that new belts will properly join to ...
Allow players to remove entities by right clicking and mining them while paste mode is active.
Why ?
Right now players cannot remove entities while paste mode is active. This prohibits making "quick adjustments" like removing bits of existing belts so that new belts will properly join to ...
- Fri Mar 22, 2019 12:51 am
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 70226
Re: [MOD 0.15.15+] FNEI 0.2.2
Latest version of Factorio and FNEI as of now:
* Queue up some research
* Go into FNEI and pull up a product that requires some unresearched tech
* Click tech (with red background)
* Research screen appears but queue is gone
* Queue up some research
* Go into FNEI and pull up a product that requires some unresearched tech
* Click tech (with red background)
* Research screen appears but queue is gone
- Fri Mar 08, 2019 3:56 am
- Forum: General discussion
- Topic: Copy-Paste in 0.17
- Replies: 7
- Views: 4728
Copy-Paste in 0.17
We can rotate entities we copy before pasting them. Any plans to allow us to mirror/flip them?
- Mon Oct 29, 2018 11:00 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 385925
Re: [0.16.x] Bob's Mods: General Discussion
The original Portable solar panel has this mod path: Base mod > Bob's Warfare. I don't think I'm running any other mod that affects the output values.
- Sat Oct 27, 2018 4:13 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 385925
Re: [0.16.x] Bob's Mods: General Discussion
Is there something off about personal solar panels (Warfare)? Level 1 outputs 45 kw, level 2 is 15 kw, level 3 is 25 kw.
- Mon Aug 13, 2018 1:13 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 61253
Re: Friday Facts #255 - Construction tools
For copy/paste, it would be really good if we had the option to rotate and flip what is being pasted before actually doing the paste. Also, are these changes going to work with existing mods like Nanobots and Long Reach?
- Sat Jul 14, 2018 2:38 pm
- Forum: Duplicates
- Topic: Stack sizes on non-stack inserters
- Replies: 2
- Views: 1345
Re: Stack sizes on non-stack inserters
Ack. You're right. Stack size updates after inserter works one cycle.
- Sat Jul 14, 2018 12:58 pm
- Forum: Duplicates
- Topic: Stack sizes on non-stack inserters
- Replies: 2
- Views: 1345
Stack sizes on non-stack inserters
Completing research on infinite stack inserter capacity bonus does not update the max stack size on existing non-stack inserters. For example, completing stack inserter capacity bonus 10 gives me a stack size of 21 on all stack inserters but existing non-stack inserters are capped at 5. Newly placed ...
- Sat May 19, 2018 1:12 am
- Forum: Angels Mods
- Topic: Auto-barrelling bug?
- Replies: 0
- Views: 1176
Auto-barrelling bug?
Feeding purified water into the barrelling pump results in pure water barrels. Turning auto-barrelling off and manually choosing the recipe results in the proper purified water barrels. I need to go around my factory and reset all the pumps now, though...
- Sat May 19, 2018 12:12 am
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 70187
Re: Friday Facts #243 - New GUI tileset
I've mentioned this before, but it'd be great if we could access the inventory screen via a mouse click. If you're working on the quickbar widget, the grey divider that separates the two sides of the bar is a perfect place to add that functionality...
- Fri May 11, 2018 4:16 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 360697
Re: MOD [ 0.16.x] Bio-Industries 2.5.2
Does powered rail not work with F.A.R.L? Take a look at the attached screenshot. The powered rail sections were laid by hand, the unpowered sections (which still use the powered rail item) were laid by F.A.R.L., with the powered rail option selected.
- Thu Apr 26, 2018 4:41 am
- Forum: Technical Help
- Topic: How Do I Track Down Cause of FPS Drops?
- Replies: 3
- Views: 1857
Re: How Do I Track Down Cause of FPS Drops?
I turned down some of the graphic options (I didn't touch them when upgrading from .15 to .16) and I'm back at 60/60 now.