TL;DR
Ability to rebind the "remove from quickbar" key
What?
Currently, when I want to clear a slot in the quickbar I have to use middle-mouse click. This is okay, but I would like to be able to rebind it.
Why?
For me personally the mousewheel click is a little awkward, but it'd generally ...
Search found 217 matches
- Mon Oct 21, 2024 7:33 pm
- Forum: Ideas and Suggestions
- Topic: Rebindable quickbar remove item key
- Replies: 1
- Views: 314
- Mon Oct 21, 2024 7:27 pm
- Forum: Ideas and Suggestions
- Topic: Set quick bar filter by pressing number when hovering over item
- Replies: 3
- Views: 620
Assign item/recipe to quickbar with keypress
TL;DR
Assign an item to a slot in the active quickbar with a single keypress.
What?
Simply the ability to press a key when hovering over an item or recipe in the inventory to assign it to a specific slot in the active quickbar. E.g. I'm hovering over the stone furnace recipe, I press ctrl+4 ...
Assign an item to a slot in the active quickbar with a single keypress.
What?
Simply the ability to press a key when hovering over an item or recipe in the inventory to assign it to a specific slot in the active quickbar. E.g. I'm hovering over the stone furnace recipe, I press ctrl+4 ...
- Mon Oct 21, 2024 7:13 pm
- Forum: Ideas and Suggestions
- Topic: Hotbar Quickcrafting
- Replies: 44
- Views: 16847
Craft from quickbar
TL;DR
Craft items by clicking on them in the quickbar.
What?
Simply click (or whatever keybind you have set for crafting) an item in the quickbar to craft it, just as you would when clicking a recipe in the inventory. This would admittedly require removing the ability to select items in the ...
Craft items by clicking on them in the quickbar.
What?
Simply click (or whatever keybind you have set for crafting) an item in the quickbar to craft it, just as you would when clicking a recipe in the inventory. This would admittedly require removing the ability to select items in the ...
- Fri May 31, 2019 6:53 pm
- Forum: News
- Topic: Friday Facts #297 - New resource icons
- Replies: 125
- Views: 63906
Re: Friday Facts #297 - New resource icons
The new resources look delicious. Especially copper looks like crunchy caramel. Can I get a belt of that, straight into my mouth?
- Mon Mar 04, 2019 8:59 pm
- Forum: Mods
- Topic: [MOD 0.15] Aquifer Drill
- Replies: 15
- Views: 14132
Re: [MOD 0.15] Aquifer Drill
Updated to Factorio v0.17. New demonstration image, but otherwise just fixed compatibility errors.
- Sat Apr 29, 2017 10:23 am
- Forum: Mods
- Topic: [MOD 0.15] Aquifer Drill
- Replies: 15
- Views: 14132
Re: [MOD 0.14] Aquifer Drill
1.2.2 out, compatibility with Factorio 0.15. Increased water output 10x to match change in vanilla liquids. Adjusted icon size to the new 32x32 requirement.
Haven't updated graphics (or the demonstration image).
Haven't updated graphics (or the demonstration image).
- Mon Apr 24, 2017 7:53 pm
- Forum: Not a bug
- Topic: [0.15.0] Ore highlight graphics randomly slightly offset
- Replies: 1
- Views: 1389
[0.15.0] Ore highlight graphics randomly slightly offset
When you're hovering your mouse over an ore tile, the highlight brackets vary slightly in position depending on the tile you're currently hovering over.


- Mon Apr 24, 2017 7:44 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] Right clicking filter button doesn't depress it
- Replies: 3
- Views: 3456
[0.15.0] Right clicking filter button doesn't depress it
You can right click the filter buttons in map view to toggle them (it correctly toggles the display of pollution, for example), but the button itself doesn't get visibly pressed down like it does when left clicking.


- Fri Mar 31, 2017 10:32 am
- Forum: Ideas and Suggestions
- Topic: Train tutorial: include a working example
- Replies: 2
- Views: 1723
Train tutorial: include a working example
I eventually figured trains out in that campaign mission, but I did have the benefit of oodles of free time and having already played OpenTTD, so I'm not too surprised to hear that trains baffle new players. Giving them something to copy and compare with should help.
- Tue Jan 17, 2017 11:01 am
- Forum: Ideas and Suggestions
- Topic: Upgrading Steam Power (Coal + Nuclear)
- Replies: 10
- Views: 11103
Re: Combination Steam Turbine and Cooling Tower
Whole-heartedly agree with more effective but more complex steam power arriving mid-game, would also help keep burner power relevant so it's not *just* a choice between solar and nuclear.
- Sun Dec 04, 2016 7:26 pm
- Forum: Resolved Problems and Bugs
- Topic: [14.21] Rail signal still flashing after removing flaw
- Replies: 4
- Views: 3087
Re: [14.21] Rail signal flashing after removing rail that caused
Interesting, just had something similar happen to me but wasn't sure if it was one of my many mods causing it:
After placing a blueprint for a train junction (it has a bunch of signals), one of the signals started flashing incorrectly after being placed by my (modded) bots, but it went away when I ...
After placing a blueprint for a train junction (it has a bunch of signals), one of the signals started flashing incorrectly after being placed by my (modded) bots, but it went away when I ...
- Wed Oct 26, 2016 8:16 am
- Forum: Mods
- Topic: [MOD 0.14] Useful rocket launcher
- Replies: 3
- Views: 3741
Re: [MOD 0.14] Useful rocket launcher
Well, yes, but I feel that goes without saying...
- Tue Oct 25, 2016 10:25 am
- Forum: Mods
- Topic: [MOD 0.14] Useful rocket launcher
- Replies: 3
- Views: 3741
Re: [MOD 0.14] Useful rocket launcher
1.0.1 out, fixes cluster rockets being enabled from start.
- Mon Oct 24, 2016 4:49 pm
- Forum: Minor issues
- Topic: [0.14.14] Solar panel module power doesn't add up properly
- Replies: 2
- Views: 2357
[0.14.14] Solar panel module power doesn't add up properly
Each panel produces 10 kW, so 7 should produce 70, but you get 69.9 instead.


- Fri Oct 14, 2016 11:21 am
- Forum: Mods
- Topic: [MOD 0.14] Useful rocket launcher
- Replies: 3
- Views: 3741
[MOD 0.14] Useful rocket launcher
Useful rocket launcher mod
Name: Useful rocket launcher
Version: 1.0.1
Factorio-Version: 0.14
Description: Improves the rocket launcher and its rockets. More range, more damage, faster projectiles, basic rocket is explosive, explosive rocket replaced with cluster rocket.
License: MIT ...
Name: Useful rocket launcher
Version: 1.0.1
Factorio-Version: 0.14
Description: Improves the rocket launcher and its rockets. More range, more damage, faster projectiles, basic rocket is explosive, explosive rocket replaced with cluster rocket.
License: MIT ...
- Fri Oct 14, 2016 11:16 am
- Forum: Mods
- Topic: [MOD 0.15] Aquifer Drill
- Replies: 15
- Views: 14132
Re: [MOD 0.14] Aquifer Drill
1.2.1 out, compatibility with Factorio 0.14.
- Wed Sep 21, 2016 10:00 am
- Forum: Resolved Problems and Bugs
- Topic: [0.14.8][Twinsen] Redundant Steel prerequisite: Gates, Railway
- Replies: 2
- Views: 4116
[0.14.8][Twinsen] Redundant Steel prerequisite: Gates, Railway
Researching Gates requires Military 2 which already requires Steel.
Ditto Railway requiring Engines, which already requires Steel.
Ditto Railway requiring Engines, which already requires Steel.
- Tue Aug 23, 2016 4:38 pm
- Forum: Development Proposals
- Topic: Electric energy
- Replies: 285
- Views: 260959
Re: Electric energy
Honestly I think we should just skip fission and go straight for fusion.
We already have a micro-fusion reactor
Don't have to deal with radiation (should it damage electronics? pain in the butt)
Don't have to deal with waste (in a way where you can't just put it in a box and shoot it)
Don't need ...
We already have a micro-fusion reactor
Don't have to deal with radiation (should it damage electronics? pain in the butt)
Don't have to deal with waste (in a way where you can't just put it in a box and shoot it)
Don't need ...
- Wed Jul 27, 2016 7:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"
- Replies: 13
- Views: 10861
Re: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"
Nope... guess it was just a one-off problem.
- Wed Jul 27, 2016 10:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"
- Replies: 13
- Views: 10861
Re: [0.13.11] Crash on: "(286): CraftingQueue::transferResult"
I'll see if it happens again as I play that save.