Ctrl+C drag select an area including a station copies it to clipboard as a blueprint. This includes train stop name (which is nice)
Shift+Ctrl+C drag select an area brings up a window to edit the blueprint (which is nice). This lets you select/deselect train stop name (which is nice). However ...
Search found 68 matches
- Tue Oct 17, 2023 10:17 am
- Forum: Ideas and Suggestions
- Topic: Inconsistent 'defaults' of Shift+Ctrl+C edit blueprint Train stop name vs. basic Ctrl+C
- Replies: 1
- Views: 595
- Fri Oct 13, 2023 12:37 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 183
- Views: 48953
Re: Friday Facts #380 - Remote view
How does choosing quality work with blueprints / building from remote view? I didnt notice a quality selector/drop-down or similar when seeing the ghost inventory
p.s. please add a bookmark capability for locations - it will be super helpful to juimp around between common locations
p.s. please add a bookmark capability for locations - it will be super helpful to juimp around between common locations
- Sun Jan 03, 2021 9:21 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 112247
Re: Friday Facts #363 - 1.1 is getting close
Is there still an option to access the inventory of your armor while in a vehicle?
Yes
My question is, will there be a option to have the character gui, that's now on the lower left, to be back on the lower right? It really throws me off that the gui element was moved to the opposite side ...
- Sun Jan 03, 2021 9:18 pm
- Forum: Gameplay Help
- Topic: Armour & Gun quickbar location question
- Replies: 35
- Views: 16868
Toolbar - bottom right
I just upgraded to 1.1. How do I reposition toolbar to bottom right again?
I've been playing for years and years since Steam release and I cannot bear the new location.
Bottom left is visual clutter in my periphery whereas for whatever reason I don't see it so much in bottom right (maybe due to ...
I've been playing for years and years since Steam release and I cannot bear the new location.
Bottom left is visual clutter in my periphery whereas for whatever reason I don't see it so much in bottom right (maybe due to ...
- Fri Nov 13, 2020 9:18 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 112247
Re: Friday Facts #363 - 1.1 is getting close
hello. Very exciting content in 1.1
Are there any plans to add some more vanilla merch like mugs? T-shirts don't quite appeal to me but I would gladly admire my factory whilst sipping my coffee and tea from a Wube / green circuit mug. Also they would make great Christmas presents / stocking fillers ...
Are there any plans to add some more vanilla merch like mugs? T-shirts don't quite appeal to me but I would gladly admire my factory whilst sipping my coffee and tea from a Wube / green circuit mug. Also they would make great Christmas presents / stocking fillers ...
- Thu Aug 27, 2020 10:40 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1137795
Re: [1.0] Sea Block Pack 0.4.10
hello
Just kicking off my 1.0 experience by playing Seablock instead of vanilla..
Is it right now that the most basic belt is already fairly deep into red research? Requiring a bunch of direct insertion to get there
Just wondering if I messed something up in the mod pack now (was last playing a ...
Just kicking off my 1.0 experience by playing Seablock instead of vanilla..
Is it right now that the most basic belt is already fairly deep into red research? Requiring a bunch of direct insertion to get there
Just wondering if I messed something up in the mod pack now (was last playing a ...
- Fri Nov 15, 2019 4:23 pm
- Forum: News
- Topic: Friday Facts #321 - Countdown
- Replies: 71
- Views: 40027
Re: Friday Facts #321 - Countdown
Congrats for the deadline ! that's the first time there is one announced :), and also it sounds like a realistic one, a deadline choosen by the devs when they feel like it's time.
It is also pleasant too hear that the team is growing. Making it sound like the adventure will continue.
It is very ...
- Wed Oct 23, 2019 3:58 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 307869
Re: [0.17+] Space Exploration WIP
For Core Mining, is there a recipe that lets you "delete" a product? (bit like in Seablock flaring a gas or liquid clarifier)
I suppose part of the challenge is to efficiently compact the resources to a suitable product for interplanetary shipping
I suppose part of the challenge is to efficiently compact the resources to a suitable product for interplanetary shipping
- Tue Oct 22, 2019 8:59 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 307869
Re: Space Category Missing From My Crafting Menu
Apologies if this is addressed somewhere else, I did not see it. My Crafting Menu only contains the default 4 categories, Logistics, Production, Intermediate and Combat. In watching some of the playthrus on YT, another category shows... Space. Does it appear after a certain research item? I ...
- Sun Oct 20, 2019 3:50 pm
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 307869
Re: [0.17+] Space Exploration WIP
just a thank you post. Having such a blast with this mod after my previous sadomasochistic playthroughs of stuff like Sea block / BA. Very nice alternative playstyle when you want a bit more 'gameplay'
- Sun Apr 28, 2019 4:08 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint library - subfolder search
- Replies: 1
- Views: 1332
Blueprint library - subfolder search
Searching in blueprint library only works for the folder you are currently in - e.g. if in the top-level it won't display results for anything held in a book.
A checkbox to allow returning all results including books would be helpful in many circumstances (e.g. if I want to find all blueprints with ...
A checkbox to allow returning all results including books would be helpful in many circumstances (e.g. if I want to find all blueprints with ...
- Sat Jun 17, 2017 6:31 pm
- Forum: Mods
- Topic: [MOD 0.15] Bullet Trails
- Replies: 15
- Views: 15152
Re: [MOD 0.15] Bullet Trails
ok, this mod is so simple (at least in terms of in-game complexity - i have no idea how much pain it caused you, hehe) yet has such a dramatic improvement to combat. I didn't think it would make that much difference but I can actually see my tank targeting spawners etc instead of just random sparks ...
- Sat Jun 17, 2017 4:30 pm
- Forum: Duplicates
- Topic: Cannot delete/destroy empty Blueprint
- Replies: 2
- Views: 1764
Re: Cannot delete/destroy empty Blueprint
whoops, thanksLoewchen wrote:45909
- Fri Jun 16, 2017 8:23 pm
- Forum: Duplicates
- Topic: Cannot delete/destroy empty Blueprint
- Replies: 2
- Views: 1764
Cannot delete/destroy empty Blueprint
With a filled blueprint you can right click it and click the trashcan to delete it. With an empty blueprint you cannot.
Currently afaik the only workaround for empty blueprints is to drop them / stick in chest / make into filled bp and delete. Would make more sense if we can actually delete the ...
Currently afaik the only workaround for empty blueprints is to drop them / stick in chest / make into filled bp and delete. Would make more sense if we can actually delete the ...
- Sun Jun 11, 2017 10:42 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 412438
Re: [0.15.x] Bob's Mods: General Discussion
who is Bob ('s avatar)? Google image search isn't very helpful. Not stalking or anything
https://goo.gl/iAWzX8
https://goo.gl/iAWzX8
- Sun Jun 11, 2017 9:01 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 186780
Re: [MOD 0.15.x]Helmod: Assistant to plan its base.
hello. At custom UI scale of 150% (laptop resolution is so high yet screen so small I have to scale it up to avoid eye strain :D) the menu top left clips at the top left of the window preventing proper use / closing it etc. Not sure if this is a mod bug or a bug with the facotorio menu engine
Edit ...
Edit ...
- Thu Jun 08, 2017 4:56 pm
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 71276
Re: [0.12]Ideas, suggestions & discussion
whoops sorry, wasn't thinking. I meant RSO and had a brain-fart and ended up posting hereChoumiko wrote:There is no FARL deathworld setting. Do you mean RSO biter generation?
Anyway, keep up the good work. FARL is so damn good
- Thu Jun 08, 2017 4:23 pm
- Forum: F.A.R.L
- Topic: [0.12]Ideas, suggestions & discussion
- Replies: 113
- Views: 71276
Re: [0.12]Ideas, suggestions & discussion
wasn't thinking. Meant RSO
- Sat Jun 03, 2017 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Rename "Used up uranium fuel cell"
- Replies: 9
- Views: 4674
Rename "Used up uranium fuel cell"
"Used up uranium fuel cell" is a bit of a mouthful. Anything wrong with "Depleted fuel cell"? Or "Spent fuel cell"? Or "Depleted uranium fuel cell"? (ok the last one is more characters than the current, but fewer words )
- Fri Jun 02, 2017 7:33 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 354685
Re: [MOD 0.15] Orbital Ion Cannon 1.5.1
Installed this mod mid game to remove all those biter bases. Using Big Brother (might be relevant). had science ready, did the research for Ion Cannon and Auto targetting. Then launched a few Ion Cannons into the space. I hear the targetting sound going off, but i can't see the warnings on the ...