Search found 32 matches
- Sun Mar 09, 2025 9:04 am
- Forum: Ideas and Suggestions
- Topic: QoL: Place inserter with enabled filter
- Replies: 4
- Views: 253
QoL: Place inserter with enabled filter
Especially in Space Age, very often, I want to place an inserter somewhere with the intention of having it filter items before it starts grabbing items from an inventory. Usually (if I remember), I place the inserter in the "wrong" rotation, so it does not start grabbing unwanted stuff, but many ...
- Sun Mar 09, 2025 8:10 am
- Forum: Ideas and Suggestions
- Topic: Move Space platform hub UI a couple of pixels (overlapping destination)
- Replies: 0
- Views: 118
Move Space platform hub UI a couple of pixels (overlapping destination)
In maximum size, when playing on a standard 1920x1080 monitor with 100% scaling, the Space hub platform window always overlaps the destination of the space platforms view by a couple of pixels.
I find this information (esp. current location of the current platform) one of the most important ...
I find this information (esp. current location of the current platform) one of the most important ...
- Sun Nov 03, 2024 10:26 am
- Forum: Assigned
- Topic: [kovarex] Since 2.0: Pressing "Alt" confirms selection rectangle.
- Replies: 2
- Views: 467
Re: Since 2.0: Pressing "Alt" confirms selection rectangle.
PS: There is one very awkward workaround at the moment: The bug seems to only involve the left Alt key. So using Alt-Gr (aka the right alt) seems to be still fine, but involves some serious hand-twisting when operating the mouse with the right hand..
- Sun Nov 03, 2024 10:24 am
- Forum: Assigned
- Topic: [kovarex] Since 2.0: Pressing "Alt" confirms selection rectangle.
- Replies: 2
- Views: 467
[kovarex] Since 2.0: Pressing "Alt" confirms selection rectangle.
In 1.1, pressing Alt while selecting an area did nothing.
That was very good, because you could switch "modes" while you were selecting, e.g. if you are about to Copy-Paste something, you could change your mind while selecting an area to press Alt-B and create a blueprint instead. Similar for Ctrl ...
That was very good, because you could switch "modes" while you were selecting, e.g. if you are about to Copy-Paste something, you could change your mind while selecting an area to press Alt-B and create a blueprint instead. Similar for Ctrl ...
- Sat Nov 02, 2024 10:12 pm
- Forum: Ideas and Suggestions
- Topic: Allow blueprint & co to travel with us into space
- Replies: 18
- Views: 8332
Re: Allow blueprint & co to travel with us into space
By the way: If there is some weird technical issue with implementing that: Why not remove the ability to have blueprints in your inventory completely and have a special section/book in the game blueprints for "automatically created blueprints" instead of putting them into inventory?
- Fri Nov 01, 2024 11:07 am
- Forum: Ideas and Suggestions
- Topic: Auto-Construct platform from Blueprint?
- Replies: 0
- Views: 351
Auto-Construct platform from Blueprint?
In the "New space platform" dialog, there is this icon "Starter pack:" which seems to be visual-only.
Maybe its meant to be a reminder that you need a starter pack for the platform? Or maybe its for mods to provide different types of platforms?
Anyway, that would be a perfect place where I would ...
Maybe its meant to be a reminder that you need a starter pack for the platform? Or maybe its for mods to provide different types of platforms?
Anyway, that would be a perfect place where I would ...
- Fri Nov 01, 2024 10:54 am
- Forum: Not a bug
- Topic: [2.0.13] "F" over a constant combinator does not toggle anymore
- Replies: 2
- Views: 688
Re: [2.0.13] "F" over a constant combinator does not toggle anymore
Ah, thanks.
Yea, I usually had Pushbutton mod installed, but rarely used the actual buttons, as I found toggling combinators suited my use cases much better.
Bound the control. Happy again.
Thanks for the help.
Yea, I usually had Pushbutton mod installed, but rarely used the actual buttons, as I found toggling combinators suited my use cases much better.
Bound the control. Happy again.

Thanks for the help.
- Fri Nov 01, 2024 9:32 am
- Forum: Not a bug
- Topic: [2.0.13] "F" over a constant combinator does not toggle anymore
- Replies: 2
- Views: 688
[2.0.13] "F" over a constant combinator does not toggle anymore
When pressing "F" key over a constant combinator, that used to toggle it on and off without the need to click on it and then click on the On/Off setting.
This seems to be broken in 2.0.
I hope that wasn't intentionally. This was very handy for using constant combinators as quick-toggles of setups.
This seems to be broken in 2.0.
I hope that wasn't intentionally. This was very handy for using constant combinators as quick-toggles of setups.
- Fri Nov 01, 2024 8:19 am
- Forum: Ideas and Suggestions
- Topic: New building "Rotting Pile"
- Replies: 3
- Views: 462
New building "Rotting Pile"
What about a new building "Rotting Pile" or "Muck heap" or something like this.. Its a chest, where spoiling of all items inside is 20x faster.
Sure, its a niche usage, but it would make the "getting rid of spoilage" setup a bit easier ^^
Sure, its a niche usage, but it would make the "getting rid of spoilage" setup a bit easier ^^
- Fri Nov 01, 2024 8:16 am
- Forum: Ideas and Suggestions
- Topic: "Logistic Connections" for requester chests?
- Replies: 0
- Views: 347
"Logistic Connections" for requester chests?
The feature, that inserters can directly connect to the logistic network they are in without requiring any cable is really cool. I wish this would be available for requester chests and buffer chests as well, especially to disable them if certain items are below certain numbers.
Here an example ...
Here an example ...
- Thu Oct 31, 2024 10:28 pm
- Forum: Gameplay Help
- Topic: Quality Modules in Biolabs?
- Replies: 0
- Views: 248
Quality Modules in Biolabs?
What does quality do for Biolabs? :-O
Is it a bug?
Is it a bug?
- Thu Oct 31, 2024 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Ctrl-Shift-Left click should force-insert modules
- Replies: 1
- Views: 279
Ctrl-Shift-Left click should force-insert modules
I LOVE the new force-build with blueprints via Ctrl-Shift-Left Click. So good. :)
I wish it would do the same when you insert modules into an assembly.
Currently, there is some logic behind it that only allows to insert modules of "higher tier", e.g. you can paste an Tier2 production on top of ...
I wish it would do the same when you insert modules into an assembly.
Currently, there is some logic behind it that only allows to insert modules of "higher tier", e.g. you can paste an Tier2 production on top of ...
- Thu Oct 31, 2024 7:23 pm
- Forum: Ideas and Suggestions
- Topic: More Exciting Quality Effects (pls)
- Replies: 36
- Views: 5114
Re: More Exciting Quality Effects (pls)
Nobody mentioned the Roboports yet?
Higher Quality on Roboports really should increase their area.
Higher Quality on Roboports really should increase their area.
- Thu Oct 31, 2024 7:17 pm
- Forum: Ideas and Suggestions
- Topic: Rocket silo logistic is just broken
- Replies: 117
- Views: 16805
Re: [2.0.11] Rocket silo logistic is just broken
+1. I agree that the silo logistic is not usable. Especially for building new platforms, I found the current system so frustrating, that I rather plop a requester chest with my blueprint copied into a section, wait until everything arrives, disable the request and then insert it into the silo ...
- Thu Oct 31, 2024 7:05 pm
- Forum: Ideas and Suggestions
- Topic: AND / OR in condition blocks too restricting. At least, flip grouping around
- Replies: 10
- Views: 1553
Re: AND / OR in condition blocks too restricting. At least, flip grouping around
If you have to pick one ordering (a AND b) OR (c AND d) is the only way to make every behavior possible. You can make anything by expanding the boolean terms--this often means duplicating certain conditions within multiple ANDed blocks. This is painful without schedule entry copy-paste but it is ...
- Thu Oct 31, 2024 4:19 pm
- Forum: Ideas and Suggestions
- Topic: Splitter belt dragging upgrade
- Replies: 5
- Views: 745
Re: Splitter belt dragging upgrade
+1 ! That is most annoying when trying to upgrade belt-based bases.
And note: its not quite the same as using Upgrade Planner over the whole line (although that is a "somewhat feasible" workaround). Here an example, where I quick-drag on the arrow, but the two splitters did not get upgraded. If I ...
And note: its not quite the same as using Upgrade Planner over the whole line (although that is a "somewhat feasible" workaround). Here an example, where I quick-drag on the arrow, but the two splitters did not get upgraded. If I ...
- Thu Oct 31, 2024 3:48 pm
- Forum: Ideas and Suggestions
- Topic: AND / OR in condition blocks too restricting. At least, flip grouping around
- Replies: 10
- Views: 1553
Re: AND / OR in condition blocks too restricting. At least, flip grouping around
PS: There is - of course - the workaround of placing combinators that do the OR combining into one signal and then use "Circuit Condition" to test for that signal. But well... I was hoping to actually get RID of these things with the new combinator UI ;(
- Thu Oct 31, 2024 3:44 pm
- Forum: Ideas and Suggestions
- Topic: AND / OR in condition blocks too restricting. At least, flip grouping around
- Replies: 10
- Views: 1553
AND / OR in condition blocks too restricting. At least, flip grouping around
I know that the devs already stated, that the AND / OR setup is not supposed to support full free bracket configurations (sadly), but could you please at least turn the current grouping around?
Currently, you can only have OR-combined blocks of AND's. That never felt useful for me in practical ...
Currently, you can only have OR-combined blocks of AND's. That never felt useful for me in practical ...
- Thu Oct 31, 2024 2:46 pm
- Forum: Duplicates
- Topic: Non-digit characters (especially 'e') in number fields
- Replies: 8
- Views: 539
Re: Non-digit characters (especially 'e') in number fields
So.. since this is now linked to a locked thread in "not a bug" section (where the actual bug report is about the a wrong tooltip instead), this is now the final answer of the devs? That it stays broken and just declared a feature?
Another case where the devs made things worse and then just lock ...
Another case where the devs made things worse and then just lock ...
- Tue Oct 29, 2024 5:22 pm
- Forum: Minor issues
- Topic: Cliff overlaps rail
- Replies: 2
- Views: 414
Cliff overlaps rail
Tinyminy graphical glitch, see screenshot: