Search found 217 matches

by Align
Mon Oct 21, 2024 7:33 pm
Forum: Ideas and Suggestions
Topic: Rebindable quickbar remove item key
Replies: 1
Views: 314

Rebindable quickbar remove item key

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 ...
by Align
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 ...
by Align
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 ...
by Align
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?
by Align
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.
by Align
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).
by Align
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.
Image
by Align
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.
Image
by Align
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.
by Align
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.
by Align
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 ...
by Align
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...
by Align
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.
by Align
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.
Image
by Align
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 ...
by Align
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.
by Align
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.
by Align
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 ...
by Align
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.
by Align
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.

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