Unsure if there is a console command, but you can use the "Map Exchange String" in the top right hand side of the "Load Game" window.
You can then paste that string into the "Import Map Exchange Sting" dialogue box in the "Map Generator" window when creating a new game. This will set all the ...
Search found 591 matches
- Fri Nov 29, 2024 11:53 pm
- Forum: Gameplay Help
- Topic: Gleba doesn't support peaceful mode?
- Replies: 4
- Views: 902
- Wed Nov 20, 2024 3:01 pm
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 240124
Re: Parrallel processing in games & applications
@BenSeldel only read the initial post, did you post a link to what you work on, it looks interesting outside of Factorio applications.
Unfortunately I didn't, and now I can't as the projects been shut down.
If your interested, it was an experimental ERP system with a laundry list of features ...
- Wed Nov 20, 2024 4:05 am
- Forum: Resolved for the next release
- Topic: [Genhis][2.0.15] Roboports do not stop requesting bots when marked for deconstruction
- Replies: 2
- Views: 491
Roboports don't cancel requests when deconstructed
What did I do:
I Super-force-built over the top of the Roboport.
What's happening:
The robotport still request bots. So it's in an infinite loop where bots are picked up, but new bots fly in and land.
I see there are 2 bugs:
1) Roboports don't cancel their requests
2) Where are all the ...
I Super-force-built over the top of the Roboport.
What's happening:
The robotport still request bots. So it's in an infinite loop where bots are picked up, but new bots fly in and land.
I see there are 2 bugs:
1) Roboports don't cancel their requests
2) Where are all the ...
- Sat Nov 09, 2024 1:13 am
- Forum: Not a bug
- Topic: [2.0.15] Pumps no longer unload thrusters
- Replies: 6
- Views: 596
Re: [2.0.15] Pumps Can No Longer Unload Thrusters
Hi,
To add weight to the "it's confusing" I had to explain to a new player this week how the system worked. And the only way I could explain it was that it was like those structures had a "depth" that needed to be filled first, like a well that needed to be filled up first before it would be level ...
To add weight to the "it's confusing" I had to explain to a new player this week how the system worked. And the only way I could explain it was that it was like those structures had a "depth" that needed to be filled first, like a well that needed to be filled up first before it would be level ...
- Sat Nov 09, 2024 1:03 am
- Forum: Ideas and Suggestions
- Topic: Please restore fuzzy search
- Replies: 2
- Views: 309
Re: Please restore fuzzy search
I am also sad that it's no more
Searching for fully named modules is an absolute pain now. Previously you would be able to search for "Prod 3" or "Speed 3" and it would work. Now you have to type in so much more to see the level 3 modules.
Searching for fully named modules is an absolute pain now. Previously you would be able to search for "Prod 3" or "Speed 3" and it would work. Now you have to type in so much more to see the level 3 modules.
- Sat Nov 09, 2024 12:33 am
- Forum: Pending
- Topic: [2.0.15] Deconstruction planner doesn't work while holding alt (with no other alt keybindings)
- Replies: 1
- Views: 190
[2.0.15] Deconstruction planner doesn't work while holding alt (with no other alt keybindings)
What I did:
Got a deconstruction planner in my hand,
went to deconstruct something while holding alt.
Nothing was deconstructed.
What I expected:
The deconstruction planner would work as if no alt key was held.
Reason for expectation:
It's the way it worked in 1.x
I would agree that if there was ...
Got a deconstruction planner in my hand,
went to deconstruct something while holding alt.
Nothing was deconstructed.
What I expected:
The deconstruction planner would work as if no alt key was held.
Reason for expectation:
It's the way it worked in 1.x
I would agree that if there was ...
- Sat Nov 09, 2024 12:13 am
- Forum: Pending
- Topic: [raiguard] [2.0.15] Factoriopedia shortcut does not respect Linux OS ctrl swapping
- Replies: 1
- Views: 289
[raiguard] [2.0.15] Factoriopedia shortcut does not respect Linux OS ctrl swapping
What did I do:
I ran /usr/bin/setxkbmap -option ctrl:swapcaps to swap my caps lock & left ctrl button around.
I re-bound the "Open factoriopedia" key binding in the Factorio settings to "Ctrl + Shift + Alt + Left-click"
What I expect:
Pressing Caps Lock + Alt + Shift and clicking on an item should ...
I ran /usr/bin/setxkbmap -option ctrl:swapcaps to swap my caps lock & left ctrl button around.
I re-bound the "Open factoriopedia" key binding in the Factorio settings to "Ctrl + Shift + Alt + Left-click"
What I expect:
Pressing Caps Lock + Alt + Shift and clicking on an item should ...
- Fri Oct 13, 2023 11:29 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 48309
Re: Friday Facts #380 - Remote view
I love how the pipes now join correctly when blueprinted!
- Fri Aug 18, 2023 3:18 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.53] E doesn't close toobar selection window
- Replies: 2
- Views: 1879
Re: [1.1.53] E doesn't close toobar selection window
I can't believe I didn't say thanks when this was first posted.
so
!!!!!!!!!!!THANKS!!!!!!!!!!
You guys are awesome!
so
!!!!!!!!!!!THANKS!!!!!!!!!!
You guys are awesome!
- Sun Jul 24, 2022 11:04 pm
- Forum: Implemented Suggestions
- Topic: Add SRV Record support
- Replies: 85
- Views: 66495
Re: Add SRV Record support
Thank you.
- Sun May 01, 2022 2:07 am
- Forum: General discussion
- Topic: Parrallel processing in games & applications
- Replies: 439
- Views: 240124
Re: Parrallel processing in games & applications
It's not.
To expand on this a bit (it's also explained elsewhere). It's not [easy to parallelise on chunk boundaries] because the factory behaviour can't be affected by the chunk boundaries (ie, blueprint translational symmetry).
Rseding (and the team) has spent quite a lot of time fixing bugs ...
To expand on this a bit (it's also explained elsewhere). It's not [easy to parallelise on chunk boundaries] because the factory behaviour can't be affected by the chunk boundaries (ie, blueprint translational symmetry).
Rseding (and the team) has spent quite a lot of time fixing bugs ...
- Tue Apr 12, 2022 2:37 am
- Forum: Ideas and Suggestions
- Topic: Missing support for keybind conflict detection / Add Duplicate Keybind Warning/ Show double keybinds
- Replies: 23
- Views: 6148
Re: Add Duplicate Keybind Warning
That's how Blender does it and it's a lot less pleasant to use than it first sounds.
They are two mutually exclusive solutions that are used in two different use-cases. You can't compare them as it's apples and oranges. One allows you to see what your current binding is conflicting with. The ...
- Mon Apr 11, 2022 12:04 am
- Forum: Ideas and Suggestions
- Topic: Missing support for keybind conflict detection / Add Duplicate Keybind Warning/ Show double keybinds
- Replies: 23
- Views: 6148
Re: Add Duplicate Keybind Warning
Perhaps a search by keybinding might be a solution? That way the user can search either before they bind or after they find it's an issue. Especially if they have no idea that a function already is bound and can't find what that function is called in the settings menu.
- Mon Mar 28, 2022 3:15 am
- Forum: Outdated/Not implemented
- Topic: Allow multiple item requests of the same item in player logistics requests
- Replies: 11
- Views: 5275
Re: Allow multiple item requests of the same item in player logistics requests
What I meant was that your personal solution works for you, but you cannot argue, that it is a solution for everyone
That's not what I'm trying to do. I simply stated that it's not a problem for me as I have a solution. I never intended to say that my solution is a solution for everyone, only ...
- Sun Mar 27, 2022 12:38 am
- Forum: Outdated/Not implemented
- Topic: Allow multiple item requests of the same item in player logistics requests
- Replies: 11
- Views: 5275
Re: Allow multiple item requests of the same item in player logistics requests
I personally would do many things in Factorio differently.
Hence I love the game. Seeing peoples solutions to problems is like seeing peoples creations in Minecraft or other sandbox games :D
Ahhh. No. The human eye is not good in tracking two changes at once.
Sorry, I don't understand your ...
- Fri Mar 25, 2022 11:43 pm
- Forum: Outdated/Not implemented
- Topic: Allow multiple item requests of the same item in player logistics requests
- Replies: 11
- Views: 5275
Re: Allow multiple item requests of the same item in player logistics requests
Just to prove it, there are some threads about finding items in it
God yes, I would agree with this whole-heartedly. Sometimes it's impossible to find the existing item request. But the problem already exists. Additionally, any solution that would solve the already present issue would also solve ...
- Fri Mar 25, 2022 1:19 am
- Forum: Outdated/Not implemented
- Topic: Allow multiple item requests of the same item in player logistics requests
- Replies: 11
- Views: 5275
Re: Allow multiple item requests of the same item in player logistics requests
Yeah, it is; with an existing mod that solves the problem. Hence I left it out of the original post. But after Ssilk's post I thought I would put forward another use case.
- Fri Mar 25, 2022 1:17 am
- Forum: Implemented in 2.0
- Topic: Trains GUI search needle in a haystack / Highlight trains going to the selected train stop
- Replies: 15
- Views: 5300
- Thu Mar 24, 2022 5:39 am
- Forum: Outdated/Not implemented
- Topic: Allow multiple item requests of the same item in player logistics requests
- Replies: 11
- Views: 5275
Re: Allow multiple item requests of the same item in player logistics requests
The other use case is with spiders. At the moment I'm putting in many zero-zero requesting slots to keep their inventory clean. Eventually I create a base/template spider with ALL the items set to zero then I can copy that to any new spiders, editing in what they should be holding as separate ...
- Thu Mar 24, 2022 5:06 am
- Forum: Ideas and Suggestions
- Topic: Show construction/deconstruction commands that are outside of a construction network
- Replies: 3
- Views: 1948
Re: Show construction/deconstruction commands that are outside of a construction network
Attached are 2 save files. The only difference is that one has 1000's of ghosts out side of a construction network.
If you load up the two games and use /editor command to start the game running you will see the difference in the behaviour of the construction network. If the game wasn't iterating ...
If you load up the two games and use /editor command to start the game running you will see the difference in the behaviour of the construction network. If the game wasn't iterating ...