Search found 528 matches
- Thu May 05, 2022 4:26 pm
- Forum: Implemented Suggestions
- Topic: Get Ghost Building From Crafting Tab Using Q
- Replies: 16
- Views: 1122
Re: Get Ghost Building From Crafting Tab Using Q
Woohoo! Thank you kovarex and anyone else who had a hand in it!
- Mon Apr 25, 2022 12:54 am
- Forum: Implemented Suggestions
- Topic: Get Ghost Building From Crafting Tab Using Q
- Replies: 16
- Views: 1122
Re: Get Ghost Building From Crafting Tab Using Q
+1
This would be great.
Also, a checkbox in the crafting menu to enable displaying all items, even those not yet unlocked by research, so that those items can be selected as well.
This would be great.
Also, a checkbox in the crafting menu to enable displaying all items, even those not yet unlocked by research, so that those items can be selected as well.
- Sun Apr 24, 2022 10:15 pm
- Forum: Ideas and Suggestions
- Topic: Improvements to the Dropper aka Pipette tool (Q)
- Replies: 15
- Views: 4854
Re: Improvements to the Dropper aka Pipette tool (Q)
Being able to push Q from the crafting window while the cursor is over an item would be an awesome QoL improvement, which I've always hoped would someday just get snuck in as a feature. On that note, a checkbox for "show all items" in the crafting menu would be great as well, to select a f...
- Fri Apr 22, 2022 10:25 pm
- Forum: Implemented Suggestions
- Topic: Can you add a clock to the game?
- Replies: 45
- Views: 3717
- Fri Apr 22, 2022 8:10 pm
- Forum: Gameplay Help
- Topic: [1.1.57] Personal roboport bots slow with modules
- Replies: 2
- Views: 362
Re: [1.1.57] Personal roboport bots slow with modules
Ah, gotcha. Thanks for that!
- Fri Apr 22, 2022 7:57 pm
- Forum: Gameplay Help
- Topic: [1.1.57] Personal roboport bots slow with modules
- Replies: 2
- Views: 362
[1.1.57] Personal roboport bots slow with modules
Is this a bug with the scenario or base game?
https://imgur.com/a/AxcRcBB
Load the save, copy the beacon with its modules nearby, then paste it right there. There's a substantial delay between the beacon and module placement.
https://imgur.com/a/AxcRcBB
Load the save, copy the beacon with its modules nearby, then paste it right there. There's a substantial delay between the beacon and module placement.
- Fri Apr 22, 2022 2:40 am
- Forum: News
- Topic: Friday Facts #265 - Nomenclature & Steam networking
- Replies: 121
- Views: 32555
Re: Friday Facts #265 - Nomenclature & Steam networking
Sorry to raise this from the dead, but I was talking to a couple of other players about the survey that took place. FFF 265 and FFF 275 were the best info I found, but don't contain survey results. I could've sworn there was more, like that some people call science "potions", underground b...
- Wed Apr 20, 2022 2:55 pm
- Forum: Ideas and Suggestions
- Topic: New train cars visualization quantity with signals & train stations
- Replies: 12
- Views: 2165
Re: New train cars visualization quantity with signals & train stations
Edited for clarity (I hope), and added a better image.
Boskid, any interest in this for 1.2 while you're poking around with the train stuff?
Boskid, any interest in this for 1.2 while you're poking around with the train stuff?
- Mon Apr 11, 2022 12:49 pm
- Forum: Gameplay Help
- Topic: How to see beneath construction/logistic bot module icon?
- Replies: 5
- Views: 427
- Mon Apr 11, 2022 10:42 am
- Forum: Gameplay Help
- Topic: How to see beneath construction/logistic bot module icon?
- Replies: 5
- Views: 427
Re: How to see beneath construction/logistic bot module icon?
Heh, it's on a multiplayer server, so if it's neither available nor my own thing built, I don't want to cancel it and mess up whatever someone else has planned. Thanks though. I hoped I was missing something obvious, like "there's a button you can add where the roboport and alt buttons are".
- Sun Apr 10, 2022 11:53 am
- Forum: Gameplay Help
- Topic: How to see beneath construction/logistic bot module icon?
- Replies: 5
- Views: 427
How to see beneath construction/logistic bot module icon?
I feel dumb since I've been playing Factorio for many years and should be familiar enough to find where to adjust and correct this. I can't see beneath the icon, which makes it impossible to understand what I'm looking at in alt-mode. How to I move the icon down a bit or what is the solution everyon...
- Wed Apr 06, 2022 11:42 am
- Forum: Bug Reports
- Topic: [1.1.57] Storage chest information pushed off screen by logistics storage
- Replies: 1
- Views: 300
Re: [1.1.57] Storage chest information pushed off screen by logistics storage
I'm vaguely remembering it happening to power poles with red/green wires, but I can't remember about the different combinators. I guess anything where tons of logistics icons can exist is worth checking out.
- Tue Apr 05, 2022 11:20 am
- Forum: Bug Reports
- Topic: [1.1.57] Storage chest information pushed off screen by logistics storage
- Replies: 1
- Views: 300
[1.1.57] Storage chest information pushed off screen by logistics storage
As you can see in the screenshot (taken from a 1920x1080 display with 100% UI setting), when logistics is full of stuff, some important information is pushed off screen. If things will inevitably get pushed off screen, it should be the logistics info--that can be found via the logistics UI window. I...
- Fri Nov 19, 2021 1:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis] [1.1.46] Inserter hand stack size missing from non-stack inserters' tooltips
- Replies: 1
- Views: 1101
[Genhis] [1.1.46] Inserter hand stack size missing from non-stack inserters' tooltips
I understand that the word used in the tooltip is "stack" and that could be stated as reasoning why it's not shown on non-stack inserters. However, all inserters end up moving a "stack" (up to three) in later technology research . Various weapons also show their research-based im...
- Sat Oct 30, 2021 4:13 pm
- Forum: Releases
- Topic: Version 1.1.43
- Replies: 5
- Views: 6999
Re: Version 1.1.43
Looking forward to this potentially improving multiplayer performance! If computational wrongs were righted, clients running the same map significantly worse on multiplayer (versus locally) might not be as big of a deal now.
- Fri Sep 24, 2021 5:56 pm
- Forum: Releases
- Topic: Version 1.1.40
- Replies: 38
- Views: 15373
Re: Version 1.1.40
I like this idea a lot. Hopefully the system weighs griefing admins and client account longevity. I always have a fear of irresponsible admins in games who have great power--the type who cause havoc for fun or who have small-man syndrome. Both types can abuse great ban systems like this. For example...
- Fri Feb 05, 2021 1:40 pm
- Forum: News
- Topic: Friday Facts #365 - Future plans
- Replies: 283
- Views: 100818
Re: Friday Facts #365 - Future plans
Ok, well, there are still features that people want, so what about also... A feature bounty system? If enough players want a new feature and they collectively pledge an amount where a particular developer finds it worthwhile, then that dev pockets 100% of bounty once the feature is implemented. None...
- Thu Feb 04, 2021 2:00 pm
- Forum: Ideas and Suggestions
- Topic: Moving single items from stack
- Replies: 11
- Views: 5445
Re: Moving single items from stack
What about a simple scroll wheel modifier to an item held in-hand? Pick up a stack, hold shift, scroll, and it picks up or puts back items from where they were taken. The "half of this, place in this slot, pick up half of that, right click twice" and then repeating gets tedious...especiall...
- Fri Jan 29, 2021 3:15 am
- Forum: Balancing
- Topic: Large trees should produce more wood
- Replies: 4
- Views: 1217
Large trees should produce more wood
As it is, dead trees produce 2 wood, and all others, larger AND smaller than dead trees, produce 4 wood. The rocks were once made variable, so what about having the large trees produce 6-8 wood, medium produce 4, small produce 2, and dead produce 1? I hadn't played a game on my own from the start in...
- Wed Jan 27, 2021 3:20 am
- Forum: Releases
- Topic: Version 1.1.19
- Replies: 31
- Views: 22053
Re: Version 1.1.19
I'm appreciating the experimental updates going back to an experimental release schedule.