Helpful feature, just a question about the keybinding:
Considering Alt is bound to Alt-mode, wouldn't Alt + LMB toggle the alt mode every time you use it to open the new feature?
Search found 21 matches
- Fri Feb 09, 2024 12:09 pm
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 121
- Views: 26843
- Fri Jan 05, 2024 12:25 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 36684
Re: Friday Facts #392 - Parametrised blueprints
Lovely feature, great, I would like to request the possibility to set value to a (formula based on) stack size of the selected item.
- Fri Oct 27, 2023 11:33 am
- Forum: News
- Topic: Friday Facts #382 - Logistic groups
- Replies: 230
- Views: 50419
Re: Friday Facts #382 - Logistic groups
Great stuff, two questions arose:
1. The rocket recipe changes are only when you play with the expansion enabled I take it, or are RCU not used for the vanilla rocket as well in 2.0?
2. Can you set filters for the slots in the rocket?
1. The rocket recipe changes are only when you play with the expansion enabled I take it, or are RCU not used for the vanilla rocket as well in 2.0?
2. Can you set filters for the slots in the rocket?
- Fri Oct 06, 2023 12:19 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 36886
Re: Friday Facts #379 - Abstract rewiring
Inserter claw shadows don't seem to line up with the direction of the sun. If I compare the angle of the power pole shadow and the angle of the claw shadow there seems to be a mismatch.Pop quiz: can you spot the shadow problem I want to fix next?
- Sat Sep 09, 2023 7:57 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 196507
Re: Friday Facts #375 - Quality
In general I like this idea, it adds new options and/or complexity to the end game. I also like the fact that it's optional, if it was forced I'd think it would introduce too much complexity in the mid-game. I also very much like the recycler. Currently I have my own (private) mod that adds recyclin...
- Mon Jun 26, 2023 3:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
- Replies: 1
- Views: 726
[boskid][1.1.85] Blueprint name not saved when using empty blueprint from blueprint library
Put an empty blueprint straight from the toolbar into the blueprint library (either 'My blueprints' or 'Game blueprints'). Then pickup that empty blueprint and select something to blueprint and set the name (yes I clicked the set name button), when you create the blueprint the name is gone. This als...
- Fri Jan 22, 2021 5:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.13] Crash drag placing 2rd cargo wagon in a row
- Replies: 4
- Views: 3064
Re: [1.1.13] Crash drag placing 2rd cargo wagon in a row
Same problem here, only goes wrong when dragging to build, just clicking them behind a locomotive goes fine, it's the dragging that crashes.
also tried multiple times:
also tried multiple times:
- Mon Mar 04, 2019 6:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] mining productivity migration script too generous
- Replies: 15
- Views: 7389
Re: [0.17.5] mining productivity migration script too generous
I have only "Mining productivity 1" now but +50% productivity so i can confirm this behaviour. Sure, but that's expected and documented. The issue is whether 50% for the first step is too generous. No, that's not expected, it says +10% for Mining productivity 1 in-game, not +50%. Each lev...
- Mon Mar 04, 2019 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] mining productivity migration script too generous
- Replies: 15
- Views: 7389
[0.17.5] mining productivity migration script too generous
I went from 14% mining productivity in 0.17.4 to 50% in 0.17.5, that seems a bit too generous.
See attached screenshot for the 0.17.4 status. Also attached the 0.17.4 save.
See attached screenshot for the 0.17.4 status. Also attached the 0.17.4 save.
- Mon Mar 04, 2019 6:03 pm
- Forum: Releases
- Topic: Version 0.17.5
- Replies: 83
- Views: 43648
Re: Version 0.17.5
Balancing Changed mining productivity technology to add 10% in one level instead of 2%, increased the formula from 100 * level to 500 * level and removed some of the low level intermediate levels. for older savegames too? Yes, I specifically made a change to prevent breaking older save games just b...
- Sat Mar 02, 2019 8:21 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.4] Compilatron kited aliens to my new base
- Replies: 2
- Views: 1577
[abregado][0.17.4] Compilatron kited aliens to my new base
After researching 'Escape pod blackbox' you get the messages saying: Collect some of you equipment Escape towards the east... (etc.) Seeing the first message I (ofcourse) collected everything I could and afterwards I moved to the east. Meanwhile Compilatron is running around saying "Native aggr...
- Fri Feb 01, 2019 6:03 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 100318
- Fri Dec 28, 2018 8:37 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 176177
Re: Friday Facts #275 - 0.17 Science changes
I do like most of the announced changes, but here are some comments I have. Pipes in Logistics science packs I'd say no. The first builds/items you craft already require a lot more iron than copper, that will make it even more skewed towards iron. Military science packs Being able to play a peaceful...
- Fri Jan 05, 2018 7:40 pm
- Forum: News
- Topic: Friday Facts #224 - Bots versus belts
- Replies: 905
- Views: 395219
Re: Friday Facts #224 - Bots versus belts
In the current situation I see logi bots as a sensible replacement for belts/inserters when you're running a 8 beacon layout. The current belts/inserters just can really keep up with the speed the assembling machines 3 at that speed (speed ~9), especially for the more complex/expensive recipes that ...
- Fri Aug 25, 2017 4:46 pm
- Forum: News
- Topic: Friday Facts #205 - Teaching the things that everybody knows
- Replies: 110
- Views: 53833
Re: Friday Facts #205 - Teaching the things that everybody knows
Middle mouse button filtering and which entities this works on. Shift+Click copying and which entities this works on. Especially stuff like copying an assembling machine to a requester chest. How to open the different info windows like electric network, kills, etc. Especially the windows with no bu...
- Mon May 08, 2017 5:52 pm
- Forum: Balancing
- Topic: Speed modules cost and tier1-2-3 balancing
- Replies: 28
- Views: 16562
Re: [0.15.9] [Harkonnen] module crafting
I always figured it was because Speed Module 1 are used for Assembling Machines 3 and Rocket Control Units.
Those are the only items, besides the one-time Power Armor Mk2 craft, that use any of the modules as an ingredient.
Those are the only items, besides the one-time Power Armor Mk2 craft, that use any of the modules as an ingredient.
- Tue May 02, 2017 8:50 am
- Forum: This Forum
- Topic: Description of the Show your Creations forum
- Replies: 0
- Views: 961
Description of the Show your Creations forum
The description of the Show your Creations forum still refers to the blueprint string mod. Might be time to update this considering blueprint strings are now in the base game.
- Sun Feb 19, 2017 12:23 pm
- Forum: Not a bug
- Topic: [0.14.22] LUA: ItemPrototype.limitations always empty
- Replies: 4
- Views: 2165
Re: [0.14.22] LUA: ItemPrototype.limitations always empty
That works for me as well. Diving deeper into the problem, it seems that the #-operator only works for numeric indices. The array is filled with named indices, which is the reason the command below returns 0. Which also explains why my previous code didn't work, because I used ipairs instead of pair...
- Sun Feb 19, 2017 11:21 am
- Forum: Not a bug
- Topic: [0.14.22] LUA: ItemPrototype.limitations always empty
- Replies: 4
- Views: 2165
[0.14.22] LUA: ItemPrototype.limitations always empty
The property limitations of LuaItemPrototype is always empty (I double checked with the # (length) operator). If I look directly in the files in the base-mod I see that it should be filled for at least the productivity modules (which makes sense).
- Mon Oct 24, 2016 9:51 pm
- Forum: Releases
- Topic: Version 0.14.15
- Replies: 20
- Views: 17896
Re: Version 0.14.15
Does this basically mean that you can get achievements on steam now even if you are playing a modded game?FactorioBot wrote:
- Achievements unlocked locally without using steam get unlocked on steam once the game is started in steam mode.