Search found 1183 matches
- Sun Feb 06, 2022 3:12 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 214
- Views: 84593
Re: Friday Facts #367 - Expansion news
I wish we will be able to build a second or even higher layer of transport belts and pipes so we can have more interesting layouts like Satisfactory and Dyson Sphere Program. I'm trying to make a grid, botless megabase (partially because of Robot Attrition ) but building belts in limited space is du...
- Fri Jan 15, 2021 9:20 pm
- Forum: Releases
- Topic: Version 1.1.9
- Replies: 20
- Views: 12318
Re: Version 1.1.9
Finally!!!Tooltip for empty ammo, gun and module slots that show all possible items that can be inserted into it.
















- Thu Dec 10, 2020 3:10 am
- Forum: Releases
- Topic: Version 1.1.5
- Replies: 8
- Views: 15867
Re: Version 1.1.5
um... any news on the furnace ingredient slot tooltip vs fuel slot tooltip consistency? And possible ammo tooltip? 

- Thu Nov 26, 2020 12:09 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 39852
Re: Version 1.1.1
We actually try to move to names list rather than just icon lists in these kind of tooltips if possible. The reason is, that when I see the name, I can actually search for name, but if you have a mod with 50 similar icons for something, and it just shows you the icons, how are you supposed to find ...
- Wed Nov 25, 2020 5:14 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 39852
Re: Version 1.1.1
Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Hmmm ... A "regular" modded furnace, about a third of the possible recipes showing: furnace1.jpg I was afraid that it could happen, I will change it to table, which will solve the problem until there woul...
- Wed Nov 25, 2020 4:22 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 39852
Re: Version 1.1.1
Gui Added tooltip with list of possible ingredients to the empty furnace input slot. Hmmm ... A "regular" modded furnace, about a third of the possible recipes showing: furnace1.jpg I was afraid that it could happen, I will change it to table, which will solve the problem until there woul...
- Wed Nov 25, 2020 4:10 pm
- Forum: Ideas and Suggestions
- Topic: Show acceptable ammo on ammo slot just like fuel slot
- Replies: 7
- Views: 1827
Re: Show acceptable ammo on ammo slot just like fuel slot
This is a good idea. Armor & equipment grids already show which items are compatible; it would be nice if ammo did the same. A tooltip for acceptable furnace ingredients got added in 1.1. But either what you are describing was removed or never existed (or I'm just stupid and can't find it :) ) ...
- Tue Nov 24, 2020 2:24 am
- Forum: Ideas and Suggestions
- Topic: Show acceptable ammo on ammo slot just like fuel slot
- Replies: 7
- Views: 1827
Re: Show acceptable ammo on ammo slot just like fuel slot
1.1 is out, but still not implemented and no reply.
Have to bump it and see if it can get attention.
(I really think ammo slot tooltip is a must-have, given that we already have fuel slot tooltip for so long)
(Also tried to post on Discord, also no reply)
Have to bump it and see if it can get attention.
(I really think ammo slot tooltip is a must-have, given that we already have fuel slot tooltip for so long)
(Also tried to post on Discord, also no reply)
- Fri Nov 13, 2020 3:49 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 78178
Re: Friday Facts #363 - 1.1 is getting close
Wow, so many eye candies. So many info. So many updates that we haven't thought of. but I can imagine it being also helpful when playing with new/big mod. How about this too? https://forums.factorio.com/viewtopic.php?f=6&t=77216&p=463224 And fuel slot filter, so we can select which item to b...
- Fri Apr 17, 2020 9:11 pm
- Forum: News
- Topic: Friday Facts #343 - Environmental particle effects
- Replies: 51
- Views: 15397
Re: Friday Facts #343 - Environmental particle effects
Imagine the devs also implement camera shake and distortion (shock wave), now the explosion is perfect.
- Fri Dec 06, 2019 5:24 pm
- Forum: News
- Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
- Replies: 98
- Views: 33197
Re: Friday Facts #324 - Sound design, Animated trees, Optimizations
Now I can't wait to see what 1.0 will look and sound like.
Just a kind reminder: animating water and trees means you have to make sound effect for them too.
Just a kind reminder: animating water and trees means you have to make sound effect for them too.

- Fri Oct 25, 2019 4:37 pm
- Forum: News
- Topic: Friday Facts #318 - New Tooltips
- Replies: 118
- Views: 33462
Re: Friday Facts #318 - New Tooltips
Since you are talking tooltips, I have just added a suggestion regarding the tooltip for ammo slots, hope you can review it: Show acceptable ammo on ammo slot just like fuel slot

- Fri Oct 25, 2019 4:30 pm
- Forum: Ideas and Suggestions
- Topic: Show acceptable ammo on ammo slot just like fuel slot
- Replies: 7
- Views: 1827
Show acceptable ammo on ammo slot just like fuel slot
We already know the acceptable fuels on fuel slot as shown on the tooltip when hovering the slot: Fuel-tooltip.png My suggestion: Do the same for ammo slot, i.e. add tooltip to show the acceptable ammo, just like this: Ammo-tooltip.png Missing such tooltip isn't a big problem for vanilla game since ...
- Fri Aug 30, 2019 5:57 pm
- Forum: News
- Topic: Friday Facts #310 - Glowing Heat pipes
- Replies: 88
- Views: 30741
Re: Friday Facts #310 - Glowing Heat pipes
Oh god, looks like the pipes are going to melt you down. Just my personal opinion: make the glow only happens on a small part of the pipe, like a heat indicator, a small lamp (like rail signal), or a small part of the pipe covered under glass (like the window of fluid pipe), rather than glowing the ...
- Tue Aug 27, 2019 5:57 pm
- Forum: Not a bug
- Topic: [0.17.66] misleading error message when trying to use the temporary train destination
- Replies: 15
- Views: 2123
Re: [0.17.66] misleading error message when trying to use the temporary train destination
@ Mooncat , ????? from my first post: Why give a message of "no route" if you are in map mode? I would expect no message at all as is normal when you click somewhere and the click is useless... or a message like "you must be in the train window to do that" if you want to help ne...
- Tue Aug 27, 2019 1:50 pm
- Forum: Not a bug
- Topic: [0.17.66] misleading error message when trying to use the temporary train destination
- Replies: 15
- Views: 2123
Re: [0.17.66] misleading error message when trying to use the temporary train destination
@ boskid , no, that is not the case, my trains go only forward... and anyway, after I learned the right way of using this feature the train goes where I want!!! the problem is not that something doesn't work, it's that if you use it incorrectly it gives a message that is misleading... I think you s...
- Wed Aug 21, 2019 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.66] Items spill from player inventory with the combined use of construction robots, modules and beacons
- Replies: 1
- Views: 1714
[Twinsen][0.17.66] Items spill from player inventory with the combined use of construction robots, modules and beacons
Bug Items in character's inventory can spill to ground when player insert modules to a beacon while personal construction robots keep trying to insert items (from deconstructed entities) and go back to character when the inventory is already full. Environment Vanilla 0.17.66. Steps to reproduce Tur...
- Fri Aug 09, 2019 6:43 pm
- Forum: Duplicates
- Topic: [0.16?] Pump-to-rail graphical artifacts if rail is at north
- Replies: 2
- Views: 992
- Thu Aug 08, 2019 7:54 pm
- Forum: Duplicates
- Topic: [0.16?] Pump-to-rail graphical artifacts if rail is at north
- Replies: 2
- Views: 992
[0.16?] Pump-to-rail graphical artifacts if rail is at north
Bug There are graphical artifacts on the pumps that are connecting a rail at north when they are idle. Pump-to-rail-graphics-artifacts.png The shadow on the rail indicating something is missing. My graphics settings if they matter: Pump-to-rail-graphics-artifacts-settings.png Version I noticed this...
- Fri Jun 28, 2019 7:08 pm
- Forum: News
- Topic: Friday Facts #301 - Crash site: First state
- Replies: 52
- Views: 19916
Re: Friday Facts #301 - Crash site: First state
The design is more based in the (yet unshown) redesign of the assembling machines Now you have mentioned assembling machines. I really really really hope that you can add the ability to turn assembling machines on/off via circuit network. We can turn off miners now, why not assembling machines? Als...