This would be a great idea for big things like picking up 1 train or 1 module or some random material you dont want eventually clogging up your inventory
+1
Search found 89 matches
- Tue Sep 01, 2020 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Enable "F" keypress to work in interfaces too
- Replies: 4
- Views: 1834
- Thu Jan 16, 2020 8:17 pm
- Forum: Modding help
- Topic: Placing Custom Tiles Near Water
- Replies: 4
- Views: 1992
Re: Placing Custom Tiles Near Water
See item's condition_size:
data.raw.item.concrete.place_as_tile.result = "concrete"
data.raw.item.concrete.place_as_tile.condition_size = 1
data.raw.item.concrete.place_as_tile.condition[1] = "water-tile"
Thank you! goes to show I had no idea what im doing haha
the code was already there ...
- Thu Jan 09, 2020 9:03 pm
- Forum: Modding help
- Topic: Placing Custom Tiles Near Water
- Replies: 4
- Views: 1992
Re: Placing Custom Tiles Near Water
https://wiki.factorio.com/Prototype/Tile
I appreciate you taking the time to reply but im not exactly sure what to be looking for.
I remember trying to tweak the transition but that just made the edges use use concrete (i copied the concrete transition) had no effect on the placeability near ...
- Mon Jan 06, 2020 5:39 pm
- Forum: Modding help
- Topic: Placing Custom Tiles Near Water
- Replies: 4
- Views: 1992
Placing Custom Tiles Near Water
So i've been looking and i cant find a similar thread
I tried looking for the concrete/stone file in the factorio folder to see how it was done but I cant find where that is exactly
Basically my floor tiles wont place anywhere near water where the base tiles do
https://i.imgur.com/vVjzl2j.jpg ...
I tried looking for the concrete/stone file in the factorio folder to see how it was done but I cant find where that is exactly
Basically my floor tiles wont place anywhere near water where the base tiles do
https://i.imgur.com/vVjzl2j.jpg ...
- Sat May 04, 2019 11:35 pm
- Forum: Ideas and Suggestions
- Topic: Stepped increments in train station conditions
- Replies: 2
- Views: 1479
Re: Stepped increments in train station conditions
interesting not sure why i never though to use the scroll wheel i guess since you have to click to bring up the sliderKoub wrote: Fri May 03, 2019 5:37 am The trick I suggested here should be of some help to you :
viewtopic.php?p=415304#p415304
thanks for pointing that out!
- Fri May 03, 2019 4:30 am
- Forum: Ideas and Suggestions
- Topic: Stepped increments in train station conditions
- Replies: 2
- Views: 1479
Stepped increments in train station conditions
while using the slider holding shift (or whatever hotkey) to be able to step in say increments of 5 so if i want to move the train wait to 45 seconds i can slide it easily without accidentally sliding to far to 46 seconds or some other equally unsatisfying number
not sure how it would function for ...
not sure how it would function for ...
- Fri Dec 28, 2018 2:48 am
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 43637
Re: [MOD 0.15] More Floors 1.2.3
Glad you like the mod! Yeah it's not exactly compatible with other floor modifying mods because the limit is 256 tiles? Something to that effect? I asked the devs about this issue and they said it'll be fixed for .17
It shouldn't be too difficult to just remove the extra tiles you don't want to use ...
It shouldn't be too difficult to just remove the extra tiles you don't want to use ...
- Tue Aug 14, 2018 4:32 pm
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 145561
Re: [MOD 0.14] Alien Biomes
But could we have an option to disable terrain speed penalties in the mod options dialog?
+1
I use this mod but I started in a sort of moon regolith area and oh my god doing angel bobs with what feels like -1000% running speed is agony i could only play around 30 minutes to an hour before ...
- Tue Aug 14, 2018 8:18 am
- Forum: Ideas and Suggestions
- Topic: Splitting Robot Alert Icon and flashing icon
- Replies: 4
- Views: 2644
Re: Splitting Robot Alert Icon and flashing icon
Yup, that annoying excess of "no materials" when planning out large blueprints has bothered me for a while. A triangle placed on every belt, wall and tile gets laggy reeeal fast.
+1
Well the game is limited to 600 active requests and it will cycle through them.
I think they could remove that so ...
+1
Well the game is limited to 600 active requests and it will cycle through them.
I think they could remove that so ...
- Mon Aug 13, 2018 6:30 am
- Forum: Modding help
- Topic: ID limit for tile prototype reached
- Replies: 2
- Views: 2878
Re: ID limit for tile prototype reached
The game has a hard limit of 255 different tiles that can exist at the same time. If you have more than that it can't load. In 0.16 and previous the ID system had to do some work-arounds to support loading the game when you would add and remove tiles while at or near the limit.
In 0.17 you won't ...
In 0.17 you won't ...
- Mon Aug 13, 2018 5:14 am
- Forum: Modding help
- Topic: ID limit for tile prototype reached
- Replies: 2
- Views: 2878
ID limit for tile prototype reached
So when I started working on the More Floors! mod again it adds ~50 new tiles for floors.
https://i.imgur.com/S8bmYnP.png
This dialog pops up and when i go to place certain floors it's sort of random which ones function and which ones do not.
There are
https://i.imgur.com/50BsMFp.png
many ...
https://i.imgur.com/S8bmYnP.png
This dialog pops up and when i go to place certain floors it's sort of random which ones function and which ones do not.
There are
https://i.imgur.com/50BsMFp.png
many ...
- Fri Aug 10, 2018 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Compilation of GUI ideas
- Replies: 6
- Views: 3121
Re: Compilation of GUI ideas
Sorry if it's against the rules making a c-c-combo post I just didn't want to spam 5 threads all at once.
Bah it's OK. Idea compilations are just motsly a waste of time for the OP, because in spite of all the hard work, they're usually not usable. discussions turn into a cacophony, every ...
Bah it's OK. Idea compilations are just motsly a waste of time for the OP, because in spite of all the hard work, they're usually not usable. discussions turn into a cacophony, every ...
- Sun Aug 05, 2018 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Splitting Robot Alert Icon and flashing icon
- Replies: 4
- Views: 2644
Splitting Robot Alert Icon and flashing icon
I know this has already been discussed as I was the one who brought it up but no one seemed to reply when I came up with this (almost) solution
Basically what I did was Change the robot notification icon no-building-material-icon.png from the triangle image to a tiny square so there should be ...
Basically what I did was Change the robot notification icon no-building-material-icon.png from the triangle image to a tiny square so there should be ...
- Sun Aug 05, 2018 7:29 pm
- Forum: Ideas and Suggestions
- Topic: Compilation of GUI ideas
- Replies: 6
- Views: 3121
Compilation of GUI ideas
Sorry if it's against the rules making a c-c-combo post I just didn't want to spam 5 threads all at once.
This is a list of idea that came to me that would be pleasant changes to the GUI (in my opinion)
TLDR: There are 5 suggestions in this post
1. Logo on pause menu + quicksave
2. Unique turret ...
This is a list of idea that came to me that would be pleasant changes to the GUI (in my opinion)
TLDR: There are 5 suggestions in this post
1. Logo on pause menu + quicksave
2. Unique turret ...
- Mon Jul 09, 2018 6:24 pm
- Forum: Ideas and Suggestions
- Topic: Slow update Option for the Production Filter
- Replies: 2
- Views: 1537
Re: Slow update Option for the Production Filter
i think "pause update", like most realtime viewers have, would be better. you will just pause updating view what is there, then "unpause", and it will jump to current state and continue updating.
yeah that would work just as well. I just think it's a little unwieldy to use when on the lower ...
yeah that would work just as well. I just think it's a little unwieldy to use when on the lower ...
- Sun Jul 08, 2018 10:30 pm
- Forum: Ideas and Suggestions
- Topic: Slow update Option for the Production Filter
- Replies: 2
- Views: 1537
Slow update Option for the Production Filter
TL;DR
A check box to slow the production tabs polling down so you can more easily click on items.
What ?
In the production tab a "slow update" option so you can see the items/click on them without accidentally highlighting other things
VariableWhichFrenchbulldog-size_restricted.gif
There ...
A check box to slow the production tabs polling down so you can more easily click on items.
What ?
In the production tab a "slow update" option so you can see the items/click on them without accidentally highlighting other things
VariableWhichFrenchbulldog-size_restricted.gif
There ...
- Wed Jan 24, 2018 6:12 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 43637
Re: [MOD 0.15] More Floors 1.2.3
I was going to do a reupload since tone got a new job he didnt really have much time for factorio leaving me to develop the mod.abordoli wrote:Any thoughts of foster-parenting/adopting the mod till the OA returns?
Ill reupload it just to get it up and running again
- Sun Jan 21, 2018 6:24 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 43637
Re: [MOD 0.15] More Floors 1.2.3
A little confused. More Floors is about floor tiling and walking-speed, but I see concern about belt compression, etc.
Is there any possible way to get the More Floors mod 0.16'd to get those great fast-walking tiles back?
Regards,
Bordo
I think he posted in the wrong thread haha
That link ...
Is there any possible way to get the More Floors mod 0.16'd to get those great fast-walking tiles back?
Regards,
Bordo
I think he posted in the wrong thread haha
That link ...
- Fri Dec 29, 2017 3:48 pm
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 43637
Re: [MOD 0.15] More Floors 1.2.3
Thanks!
I am considering it, but until the compressed belts decision is changed, I won't be working on it. Without the inserters fully compressing the belts, I would have to do a lot of re-work and would lose what efficiency there is in the layouts.
jon
Tone hasnt been online in steam for a ...
I am considering it, but until the compressed belts decision is changed, I won't be working on it. Without the inserters fully compressing the belts, I would have to do a lot of re-work and would lose what efficiency there is in the layouts.
jon
Tone hasnt been online in steam for a ...
- Fri Dec 15, 2017 5:56 am
- Forum: Releases
- Topic: Version 0.16.0
- Replies: 130
- Views: 119839
Re: Version 0.16.0
While i like the fast replace of splitters over belts I wish you couldnt place belts over splitters since whenever I went to upgrade my belts id always bumpmy splitter and have to replace it
I think it would be better if a splitter was touched by a belt of a higher tier it replaced the splitter of ...
I think it would be better if a splitter was touched by a belt of a higher tier it replaced the splitter of ...