![Question :?:](./images/smilies/icon_question.gif)
Search found 286 matches
- Sat Apr 25, 2020 1:48 pm
- Forum: Implemented Suggestions
- Topic: Icons for "unsorted" deconstruction filters
- Replies: 10
- Views: 2737
Re: Icons for "unsorted" deconstruction filters
The default icon was changed from a red "X" to a black "?" in 0.18.20. It's better but why not give these icons the full treatment? ![Question :?:](./images/smilies/icon_question.gif)
![Question :?:](./images/smilies/icon_question.gif)
- Sat Apr 25, 2020 12:35 am
- Forum: Ideas and Suggestions
- Topic: Logical operations on combinator networks
- Replies: 14
- Views: 4370
Re: Logical operations on combinator networks
Hi and welcome to the forum! I don't understand what your fourth combinator is for. You can already do this with one combinator. Also, you could use a constant combinator with -2000 coal and -3000 iron and feed it & your storage amount into a decider combinator with the condition "each > 0,...
- Fri Apr 24, 2020 2:59 am
- Forum: Resolved Problems and Bugs
- Topic: Placing undergrounds over old ones breakes when you have 51
- Replies: 7
- Views: 2333
Re: Placing undergrounds over old ones breakes when you have 51
Which version of the game is this in? Can you test it without mods?
- Thu Apr 23, 2020 11:37 am
- Forum: Ideas and Suggestions
- Topic: Blueprint import with missing signals
- Replies: 8
- Views: 2599
Re: Blueprint import with missing signals
I thought a bit and I think it’s a very good idea. I wouldn’t limit the flagging not only to the point where a blueprint is involved. I would change it like so: Any entity capable of handling signals should flag (non blinking, just a small “missing” icon in alt mode), if: - the input and/or output ...
- Tue Apr 21, 2020 12:08 am
- Forum: Gameplay Help
- Topic: Signal not switching to yellow/green between 2 fast trains
- Replies: 3
- Views: 1317
Re: Signal not switching to yellow/green between 2 fast trains
Only the rail signals that a train is pathing through will turn yellow. Other signals pointing into the same block will always be red. So yes, you have to read the upper signal instead.
- Mon Apr 20, 2020 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Map zoom shortcut
- Replies: 12
- Views: 3328
Re: Map zoom shortcut
Thanks for your comments! The "power-user hotkeys" idea was indeed quite popular; the poll was 91% in favor and reading some of the discussion about it I don't think anyone would be seriously hurt by the change. Anyways, I made an AutoHotkey macro to implement my idea (mostly). :x The way ...
- Sun Apr 19, 2020 9:29 pm
- Forum: Ideas and Suggestions
- Topic: Map zoom shortcut
- Replies: 12
- Views: 3328
Map zoom shortcut
TL;DR One or two keyboard shortcuts to quickly zoom in or out on the map. What ? You press a keyboard shortcut and you are quickly zoomed in or out (instantly or over 100 ms). For example, MMB (middle mouse button) doesn't seem to have any function in the map/world right now. So clicking the mouse ...
- Sat Apr 18, 2020 10:26 pm
- Forum: Not a bug
- Topic: [0.18.18] Uranium mining drill fluid consumption issue
- Replies: 2
- Views: 835
Re: [0.18.18] Uranium mining drill fluid consumption issue
Oh, thank. Got confused because I didn't account for uranium processing (10 ores per u238/-5).
- Sat Apr 18, 2020 7:07 pm
- Forum: Not a bug
- Topic: [0.18.18] Uranium mining drill fluid consumption issue
- Replies: 2
- Views: 835
[0.18.18] Uranium mining drill fluid consumption issue
Electric mining drills will stop mining uranium ore when they still have around 10 sulfuric acid remaining (sometimes less, e.g. 6.7), even though their description says they require 1 per mining operation. Also, the mining drill's GUI never shows the same amount as the tooltip. It's always 0.1 to 1...
- Fri Apr 17, 2020 11:04 pm
- Forum: Ideas and Suggestions
- Topic: [UIX] Cycle through programmable speakers' alert locations
- Replies: 5
- Views: 1905
Re: [UIX] Cycle through programmable speakers' alert locations
I thought the same thing on day one of the programmable speakers.
- Fri Apr 17, 2020 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint alignment pins
- Replies: 7
- Views: 3544
Re: Blueprint alignment pins
I've thought of some kind of anchoring feature like this before. I think it would be really cool if done right, especially if it could be integrated with an automated blueprinting system (like recursive blueprints), similar to the jigsaw blocks used in Minecraft structure generation.
- Fri Apr 17, 2020 2:51 pm
- Forum: Outdated/Not implemented
- Topic: Remove Fluid Barreling
- Replies: 6
- Views: 2204
Re: Remove Fluid Barreling
Barrels can be loaded into cargo wagons which you can also use for other items. So for an outpost resupply train you can have 1 cargo wagon with all essential supplies, including oil for flamethrowers. Or add sulfuric acid barrels to your uranium mining train as mentioned already. You can have short...
- Wed Apr 15, 2020 5:38 pm
- Forum: Ideas and Suggestions
- Topic: Exact logistic requests
- Replies: 0
- Views: 451
Exact logistic requests
TL;DR Make it easier to set exact logistic requests. (100 <= electric mining drill<= 100) What ? Possible ways to do it (pick one): Hold a modifier key like Shift to prevent the slider from moving the other slider. Double-click the slider to move the other slider to the same position. Type an equal...
- Tue Apr 14, 2020 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Feature request: Allow one-time orders from logistic network
- Replies: 29
- Views: 10327
Re: Feature request: Allow one-time orders from logistic network
Question: what happens if you want to make a one-time order for something which you already have a logistic request and/or autotrash slot configured? E.g. if you normally have "magazines: 1k", could you even make a one-time order then (e.g. for 2k mags), and if so, how would it know when t...
- Tue Apr 14, 2020 4:57 pm
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 305176
"Back in the saddle"
Hello fabulous developers at Wube, I just wanted to let you know how much I'm enjoying your game! I stopped playing a couple years ago (burned myself out trying to solve some circuit network challenges and moved to other games), but recently I started a new freeplay with the goal of reacquiring a bu...
- Fri Apr 10, 2020 12:10 am
- Forum: Ideas and Suggestions
- Topic: Have "ctrl+r" open a new logistic request
- Replies: 4
- Views: 1299
Re: Have "ctrl+r" open a new logistic request
This is a good feature Ctrl+R!
- Fri Apr 10, 2020 12:01 am
- Forum: Ideas and Suggestions
- Topic: Faster/more accessible logistic requests
- Replies: 5
- Views: 1730
- Sat Dec 28, 2019 2:05 am
- Forum: News
- Topic: Friday Facts #327 - 2020 Vision
- Replies: 128
- Views: 55227
Re: Friday Facts #327 - 2020 Vision
RIP Clippy, err... I mean Compilatron.
- Fri Jul 19, 2019 4:16 am
- Forum: Not a bug
- Topic: [kovarex] [0.17.58] Train temporary station says no path from dead even after manually moving to area that can path
- Replies: 8
- Views: 3919
- Fri Jul 19, 2019 3:59 am
- Forum: Not a bug
- Topic: [0.17.58] Infinity chests don't give contents when mined
- Replies: 2
- Views: 725
[0.17.58] Infinity chests don't give contents when mined
When you pick up an infinity chest the items inside just disappear. I would expect the contents to be inserted into my inventory before removal like with other chests.