Search found 14 matches
- Fri Nov 29, 2024 9:04 am
- Forum: Ideas and Suggestions
- Topic: Moving the pin list window, or the entity info one
- Replies: 13
- Views: 1097
Re: UI Problems with "Tooltip on the side"
Yes! This is a big problem. The easy UI solution is when the tooltip hits the bottom of the screen don't push it down below the screen and instead make it overlap anything above it like the pins and the map.
- Wed Nov 27, 2024 8:04 am
- Forum: Ideas and Suggestions
- Topic: Any quality - You had it right last time [2.20.22]
- Replies: 3
- Views: 516
Re: Any quality - You had it right last time [2.20.22]
Oh man, I didn't notice this, because I hadn't yet researched quality in my current game. Maybe it'd be better to just get rip of the dropdown for greater/less/equal/etc, and allow more than one quality button to be selected (depressed) in the GUI? Then it'd still default to "any", but that would ...
- Wed Nov 27, 2024 8:03 am
- Forum: Ideas and Suggestions
- Topic: Make quality buttons toggles
- Replies: 1
- Views: 278
Make quality buttons toggles
TL;DR
The quality selector is complicated now with conditions and buttons. Simplify it to make quality buttons behave like checkboxes/toggles.
What?
https://i.imgur.com/QqsTLgi.png
Why?
That way you can make more flexible filters like normal + legendary, and also cover all the cases that ...
The quality selector is complicated now with conditions and buttons. Simplify it to make quality buttons behave like checkboxes/toggles.
What?
https://i.imgur.com/QqsTLgi.png
Why?
That way you can make more flexible filters like normal + legendary, and also cover all the cases that ...
- Sat Nov 23, 2024 8:44 pm
- Forum: Ideas and Suggestions
- Topic: Drag and drop logistic request across groups
- Replies: 5
- Views: 577
Re: Drag and drop logistic request across groups
Very needed QoL improvement.
- Sat Nov 23, 2024 8:36 pm
- Forum: Ideas and Suggestions
- Topic: Introduce "one-time" logistic requests
- Replies: 7
- Views: 1834
Re: Introduce "one-time" logistic requests
There's a mod for that. https://mods.factorio.com/mod/RecipeLog ... rom=search
- Sun Nov 17, 2024 12:58 pm
- Forum: General discussion
- Topic: Thank you for Fluid 2.0
- Replies: 8
- Views: 2123
Re: Thank you for Fluid 2.0
A single solar panel and an accumulator can keep the pump running without interruptions, so the electricity requirement is kind of moot in terms of increasing complexity.BlueTemplar wrote: Sun Nov 17, 2024 9:14 am Yeah, but with how OP flameturrets are, that might be a good thing ? (Also now requiring power for long walls.)
- Fri Nov 15, 2024 8:19 pm
- Forum: Ideas and Suggestions
- Topic: Advanced Circuit Network Functionality to Solve Space Platform Logistics
- Replies: 9
- Views: 3363
Re: Advanced Circuit Network Functionality to Solve Space Platform Logistics
Similar ideas:
Combinator that sets logistics group
Circuit signals on ship radars
Add a proper logic channel interface to the game (logic network for combinators and such)
signal sharing between planet and orbit
Radars on space platforms should link signals to the planet under them
Wube ...
Combinator that sets logistics group
Circuit signals on ship radars
Add a proper logic channel interface to the game (logic network for combinators and such)
signal sharing between planet and orbit
Radars on space platforms should link signals to the planet under them
Wube ...
- Thu Nov 14, 2024 7:26 am
- Forum: Ideas and Suggestions
- Topic: signal sharing between planet and orbit
- Replies: 14
- Views: 4227
Re: Radars on space platforms should link signals to the planet under them
@Koub I think you merged the wrong proposal. The topic I linked is the same idea. The one you merged is slightly different (interplanetary signal sharing vs planet-platform signal sharing).
- Wed Nov 13, 2024 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Combinator that sets logistics group
- Replies: 2
- Views: 636
Re: Combinator that sets logistics group
This is a good idea, but by the time you are in Aquilo it is possibly too late to be useful for most playthroughs. It should be available as a space science research item.
- Wed Nov 13, 2024 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Add option to filter what is shown by layers
- Replies: 4
- Views: 559
Re: Add option to filter what is shown by layers
This is needed as right now you can place overhead rails on top of some inserters and there's no way to select the inserters to modify their behaviour bar removing the rail.
- Wed Nov 13, 2024 12:56 pm
- Forum: Ideas and Suggestions
- Topic: signal sharing between planet and orbit
- Replies: 14
- Views: 4227
- Wed Nov 13, 2024 12:54 pm
- Forum: Ideas and Suggestions
- Topic: signal sharing between planet and orbit
- Replies: 14
- Views: 4227
Radars should be able to link circuit signals between planets.
TL;DR
Radars should be able to link circuit signals between planets so that you can coordinate logistics between them.
What?
Add a selector on the radar to import radar signals from a different planet's radar network channel. Or add a new entity like AAI Signal Transmission with multiple ...
Radars should be able to link circuit signals between planets so that you can coordinate logistics between them.
What?
Add a selector on the radar to import radar signals from a different planet's radar network channel. Or add a new entity like AAI Signal Transmission with multiple ...
- Wed Nov 13, 2024 12:49 pm
- Forum: Ideas and Suggestions
- Topic: Set requests for space platform hub via circuit signals
- Replies: 19
- Views: 7293
Set requests for space platform hub via circuit signals
TL;DR
Allow setting space platform hub requests via circuit signals (and allow getting them from the planet) so you can set up dynamic resupply space platforms.
Why?
I want to keep Fulgura regularly resupplied to a certain amount with Green Circuits from Nauvis. I create a Nauvis-Fulgora space ...
Allow setting space platform hub requests via circuit signals (and allow getting them from the planet) so you can set up dynamic resupply space platforms.
Why?
I want to keep Fulgura regularly resupplied to a certain amount with Green Circuits from Nauvis. I create a Nauvis-Fulgora space ...
- Sat Jul 30, 2016 2:10 am
- Forum: Pending
- Topic: [0.13.11][pending] Startup freeze, default external monitor
- Replies: 1
- Views: 888
[0.13.11][pending] Startup freeze, default external monitor
Hi.
I play on a laptop which I connect to an external monitor sometimes. If I set factorio to launch on the external screen by default in the options and then remove the screen, the game freezes on startup. The only way to make it run again is to either reconnect the screen or change the config ...
I play on a laptop which I connect to an external monitor sometimes. If I set factorio to launch on the external screen by default in the options and then remove the screen, the game freezes on startup. The only way to make it run again is to either reconnect the screen or change the config ...