Search found 299 matches

by Jürgen Erhard
Thu Nov 07, 2024 7:09 pm
Forum: Mods
Topic: [MOD 1.1.x|1.0.x]Recycling Machines
Replies: 195
Views: 81491

Re: [MOD 1.1.x|1.0.x]Recycling Machines

This mod is not compatible with factorio 2.0. I am considering whether to make it so, but first I want to try the built in recycling machines that ship with the new version of the game. There may be no need for this mod going fowards if all it does is ape the vanilla machines. The vanilla machines ...
by Jürgen Erhard
Fri Jan 19, 2024 7:30 pm
Forum: Technical Help
Topic: [1.1.103] Updating from 1.1.102 (build 62103) results in a 16-bit executable?
Replies: 8
Views: 1912

Re: [1.1.103] Updating from 1.1.102 (build 62103) results in a 16-bit executable?

The error here happens when Factorio automatically runs the "updated" program. On trying to run it manually, I get a blue window with "This app can't run on your PC".
by Jürgen Erhard
Mon Oct 23, 2023 9:18 pm
Forum: Mod portal Discussion
Topic: [Factorio Mod Portal] Allow edits to title and/or category
Replies: 14
Views: 2594

Re: [Factorio Mod Portal] Allow edits to title and/or category

At the very least a user should have the ability to delete their own message. I must messed up the title of a message because I accidentally hit enter while editing it. Then found I can't edit the title anymore. And I can't delete the message and rewrite it (a workaround for not being able to edit t...
by Jürgen Erhard
Sat Mar 11, 2023 9:31 am
Forum: Ideas and Suggestions
Topic: Spidertron roboport control
Replies: 9
Views: 4514

Re: Spidertron roboport control

Yes, there is disable logistics while moving which prevents their roboports from activating while they walk, this is what they added. Different yes, but works most of the time. Sorry, it works *when that's what you want*. If that is *not* want to want, when you want/need the actual "turn spide...
by Jürgen Erhard
Sat Oct 01, 2022 2:42 am
Forum: Releases
Topic: Version 1.1.69
Replies: 25
Views: 29100

Re: Version 1.1.69

jaygridley wrote: Tue Sep 13, 2022 8:16 pm I am not a big fan of the new belts.... they are harder to identify.
Yup, methinks someone doesn't quite understand the meaning of "icon". Which of course is not news, it's been known for quite some time.
by Jürgen Erhard
Thu Jun 16, 2022 10:38 am
Forum: Ideas and Suggestions
Topic: Patrol mode for Spidertron
Replies: 25
Views: 11046

Re: Patrol mode for Spidertron

Impatient wrote: Fri Nov 27, 2020 2:04 am I was thinking of finding new nests on the route and destroying them.

The solution to that is of course More Dakka.
by Jürgen Erhard
Wed Apr 14, 2021 7:14 pm
Forum: Ideas and Suggestions
Topic: Map resource display filter
Replies: 6
Views: 5231

Re: Map resource display filter

Just in case someone stumbles across this while searching for a solution: these days there is a mod called https://mods.factorio.com/mod/resourcehighlighter (not mine) which perfectly does this. Re-necro ;-) for a worthy cause, because THANK YOU! I just had an urgent need (again, for the umpteenth ...
by Jürgen Erhard
Sat Apr 10, 2021 11:16 am
Forum: Gameplay Help
Topic: Train routing. Completely explained
Replies: 10
Views: 8735

Re: Train routing. Completely explained

Is there any document or probably a thread describing ALL of train routing aspects? Like that a programmer can code algo from. I do not mean proposed builds, I mean the exact algorithms they take, so I can prebuild stuff in my head instead of reverse-engineering it through experimenting (and gettin...
by Jürgen Erhard
Fri Apr 02, 2021 4:22 am
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 37
Views: 15972

Re: Notifications System

A little necro, for the good cause. Let's necro this once more. Actually, for me this is alive until it's fixed. Because it's a shame in an otherwise almost ;-) perfect game. I have countless times wished that there was a proper notifications system in Factorio. The kind you have on your smartphone...
by Jürgen Erhard
Sun Jan 24, 2021 7:57 pm
Forum: Releases
Topic: Version 1.1.15
Replies: 9
Views: 10816

Re: Version 1.1.15

THANK YOU for returning this feature we once had. Just last week I caught myself wishing for its return. Again. ;-)
by Jürgen Erhard
Tue Nov 24, 2020 10:55 pm
Forum: Gameplay Help
Topic: Where/how do I close the "New tips" window
Replies: 7
Views: 23529

Where/how do I close the "New tips" window

Annoyingly takes away real estate. Can't find any option. Can't find a close box.

HELP ME OBI-WAN, YOU'RE MY ONLY HOPE!

(I'm a *bit* annoyed at this, and starting to get pissed off… the "we have to twiddle with the UI" disease I always dread and that *EVERYONE* falls victim to)
by Jürgen Erhard
Tue Nov 24, 2020 9:08 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 148115

Re: Version 1.1.0

Moved the character/vehicle gun window to the left of the quickbar. I play on two screens - and use the left screen for the game - now my import player data like weapons are at the far side of the screen, not handily in the middle of my field of view. I can't see an option to move it back - can you...
by Jürgen Erhard
Tue Nov 24, 2020 9:06 pm
Forum: Releases
Topic: Version 1.1.0
Replies: 222
Views: 148115

Re: Version 1.1.0

Moved the character/vehicle gun window to the left of the quickbar. WHY??????????? I play on two screens - and use the left screen for the game - now my IMPORTANT player data like weapons are at the far side of the screen, not handily in the middle of my field of view. I can't see an option to move...
by Jürgen Erhard
Fri Oct 09, 2020 6:54 am
Forum: News
Topic: Friday Facts #361 - Train stop limit, Tips and tricks
Replies: 163
Views: 92017

Re: Friday Facts #361 - Train stop limit, Tips and tricks

I haven't come up with a practical use of this, but I can't help but ask this one thing: can we set the train limit on station via circuit network? Or, can we set the limit without physically walk to that station? Setting the limit via circuit network is explicitly mentioned. As to walking there: I...
by Jürgen Erhard
Sun Sep 06, 2020 10:55 am
Forum: Releases
Topic: Version 0.18.38
Replies: 24
Views: 17594

Re: Version 0.18.38

why do you have this workflow of making copies of blueprints and putting them into your inventory and deleting them soon after. Isn't it just a habit from the times, where you couldn't use them directly from the BP library through manual selection or quickbar? Two reasons I copy BPs: the first and ...
by Jürgen Erhard
Wed Sep 02, 2020 5:14 am
Forum: Releases
Topic: Version 0.18.38
Replies: 24
Views: 17594

Re: Version 0.18.38

why do you have this workflow of making copies of blueprints and putting them into your inventory and deleting them soon after. Isn't it just a habit from the times, where you couldn't use them directly from the BP library through manual selection or quickbar? Two reasons I copy BPs: the first and ...
by Jürgen Erhard
Sat Aug 01, 2020 12:40 am
Forum: Implemented Suggestions
Topic: Blueprints: Mirror/flip
Replies: 97
Views: 85014

Re: Blueprints: Mirror/flip

You know there are some nice mods? https://mods.factorio.com/mod/BlueprintExtensions https://mods.factorio.com/mod/blueprint_flip_and_turn Try these with the new blueprints: pull a blueprint from the library to the toolbar (and *NOT* to the inventory, but I hate you can't do that, anyway). Then fli...
by Jürgen Erhard
Thu Jul 30, 2020 5:43 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand
Replies: 8
Views: 5633

Re: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand

Pressing 'Q' to get a ghost item in hand of an item you do not have in your inventory. Pressing 'Q' a second time will not clear the hand, the ghost item will still stay in hand. The only way I found to clear the hand was to press 'Q' on a building I had in my inventory. Or pressing a number mapped...
by Jürgen Erhard
Thu Jul 30, 2020 5:43 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand
Replies: 8
Views: 5633

Re: [kovarex] [0.18.37] Cannot clear cursor when keeping a ghost item in hand

Still broken, but differently now: put a ghost in the first slot. Press 1. Good. Press 1 again, or Q: items disappears from cursor, but stays active in toolbar. Press 1 again… nothing happens, since the *toolbar* (whichever part of the game that is, code-wise) still thinks it's the active item. Need...
by Jürgen Erhard
Mon Jun 01, 2020 9:34 pm
Forum: Releases
Topic: Version 0.18.27
Replies: 65
Views: 35223

Re: Version 0.18.27

I like everything and I think you guys did a great job. My only issue is with the icon for the electric miners. They do not look like the in game model This will be fixed soon enough. Aww this somewhat implies that the iconic look of the miners will be gone. I understand because they make no sense ...

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