Search found 88 matches

by MisterFister
Fri Feb 07, 2020 9:57 pm
Forum: Ideas and Suggestions
Topic: Train's CTRL-click Temporary Stop behavior
Replies: 15
Views: 361

Re: Train's CTRL-click Temporary Stop behavior

When i don't want the train to leave to the next destination after a temporary stop, i don't give it a next destination ;) Before my taxi train used to have several PAX station scheduled in memory, so it was fast to select them as destination. But the train sneaking away a few times after temporary...
by MisterFister
Sat Jan 25, 2020 2:44 am
Forum: Ideas and Suggestions
Topic: Blueprint Book is not enough for me
Replies: 12
Views: 680

Re: Blueprint Book is not enough for me

I WOULD like the ability to edit within a blueprint if I find an error. ... I really like this idea. It would eliminate the need to move the blueprint to my storage area. Plop it down. Change stuff. Make a new blueprint. Place the new blueprint in the blueprint storage area. And then delete the old...
by MisterFister
Fri Jan 24, 2020 4:04 pm
Forum: Ideas and Suggestions
Topic: Feature Request: Mod update / install at END of play session
Replies: 2
Views: 78

Feature Request: Mod update / install at END of play session

Hi folks. Small feature request. Same request about mod portal behavior, but 3 basic ideas that I'm convinced are all interrelated, which is why I post them together here as a lump sum. TLDR: 1) Allow for some form of user opt-out of forced restarts after applying updates or changing / toggling mods...
by MisterFister
Tue Jan 21, 2020 10:56 am
Forum: Ideas and Suggestions
Topic: Blueprint Book is not enough for me
Replies: 12
Views: 680

Re: Blueprint Book is not enough for me

Zooming/scrolling should be much easier on the eyes. Oh, that would be totally awesome. It would also come in handy when actually *creating* a blueprint and when it comes to removing single items which don't belong there. For large blueprints, it's really tedious to click on a single inserter or po...
by MisterFister
Sat Jan 18, 2020 1:04 pm
Forum: Ideas and Suggestions
Topic: Blueprint Book is not enough for me
Replies: 12
Views: 680

Re: Blueprint Book is not enough for me

I WOULD like the ability to edit within a blueprint if I find an error. I can't tell you how long I've been using my book of early game blueprints (bootstrap, burner-drill placement, initial smelts, etc.) that have a duplicated small pole, a wrongly rotated inserter, etc. because I always procrastin...
by MisterFister
Sat Jan 18, 2020 12:52 pm
Forum: Ideas and Suggestions
Topic: Picture picker for in-text "emoji" icons
Replies: 3
Views: 277

Re: Picture picker for in-text "emoji" icons

The items-in-text feature is little known, amazingly useful, but difficult to use. Even without mods it almost necessitates using the wiki to find item and fluid "real names" and with mods it is nigh-impossible to use effectively. Holy crap, is this true. I've "learned" at least four or five times ...
by MisterFister
Sat Jan 18, 2020 12:45 pm
Forum: Ideas and Suggestions
Topic: Train's CTRL-click Temporary Stop behavior
Replies: 15
Views: 361

Train's CTRL-click Temporary Stop behavior

Hi there. I use trains very heavily, particularly when expanding to a cityblock system as the starter mainbus base gets dismantled slowly. I use LTN which requires all trainstops to be uniquely named, and I have a lot of trainstops for a lot of different cityblock types or outpost types. I use a ver...
by MisterFister
Sun Jan 12, 2020 12:37 am
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 683
Views: 169969

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

Hey there. I visited the in-portal link for this Creative Mod that I'm enjoying. It's great to be able to run a test map to tweak and optimize builds and to perform troubleshooting. I'm aware that this mod prompts you to choose, whether permanently or not, if you want to activate CM at time of gamep...
by MisterFister
Sun Jan 12, 2020 12:16 am
Forum: Outdated/Not implemented
Topic: Current CTRL+Z (undo) could be more useful is expanded slightly
Replies: 5
Views: 173

Re: Current CTRL+Z (undo) could be more useful is expanded slightly

Well, shucks. Thanks for replying though. Though I would care to point out that with the links suggested when my post was moved (sorry for not putting it in the right place) even without a "redo" similar to CTRL+Y, it would be awesome if the player could see something either in mainview or in mapvie...
by MisterFister
Thu Jan 09, 2020 12:20 am
Forum: Outdated/Not implemented
Topic: Current CTRL+Z (undo) could be more useful is expanded slightly
Replies: 5
Views: 173

Current CTRL+Z (undo) could be more useful is expanded slightly

TL;DR CTRL+Z to undo (a recently-added feature) is great, but I hope that other functions can add to this shortcut's utility and usefulnes. What ? We already have the undo feature of CTRL-Z. However, sometimes, I might need to CTRL-Z backwards by several steps. Allowing a "redo" function, possibly ...
by MisterFister
Mon Dec 16, 2019 6:47 pm
Forum: Questions, reviews and ratings
Topic: Wider quickbar
Replies: 3
Views: 297

Re: Wider quickbar

Pity that no one responded, this seems like it could turn into a nice idea. Pity that you didn't use the forum search. For the future reader who did get here by searching: The API doesn't support vanilla GUI changes. And even if someone wanted to implement it from scratch the API isn't sufficient t...
by MisterFister
Mon Dec 16, 2019 6:44 pm
Forum: General discussion
Topic: How do YOU use and manage your v0.17 hotbars?
Replies: 11
Views: 845

Re: How do YOU use and manage your v0.17 hotbars?

Like urza99814, the inventory in factorio is just so good that I almost never use the quickbar. I also never display more than one quickbar as it just blocks parts of the screen. The only task that I really use the quickbar for is combat. Being good in combat requires every fractional second you ca...
by MisterFister
Mon Dec 16, 2019 11:50 am
Forum: Questions, reviews and ratings
Topic: Wider quickbar
Replies: 3
Views: 297

Re: Wider quickbar

Pity that no one responded, this seems like it could turn into a nice idea. I can imagine that this feature could be balanced with research unlocks to prevent it from being OP. Maybe restrict the player to a single stock-width bar at start (only one bar, no access to the vanilla 10), red unlocks a s...
by MisterFister
Mon Dec 16, 2019 11:46 am
Forum: Mods
Topic: [MOD 0.17] Research Queue: The Old New Thing
Replies: 3
Views: 1047

Re: [MOD 0.17] Research Queue: The Old New Thing

I could've sworn that I saw this and responded with a thank you a while ago, but thank you for that info.

I'm still also curious about interactions between this mod and the vanilla. What happens when running both at the same time? What features, if any, does this mod introduce that vanilla doesn't?
by MisterFister
Mon Dec 16, 2019 10:11 am
Forum: General discussion
Topic: How do YOU use and manage your v0.17 hotbars?
Replies: 11
Views: 845

How do YOU use and manage your v0.17 hotbars?

A search for posts that might already exist led me to https://forums.factorio.com/viewtopic.php?f=5&t=8303 , but at almost 4 years old I thought that necroing it might not be the best idea. When using an advanced search restricted specifically to post titles on an ANY search of "quickbar hotbar tool...
by MisterFister
Tue Oct 01, 2019 9:48 pm
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 604
Views: 169364

Re: [MOD 0.15] SmartTrains 2.0.5

Can someone please help me out by explaining the differences between this mod and LTN? Dynamic load assignments based on ongoing supply and demand seems to be roughly equivalent in those two mods. Whereas LTN solves train fueling through the use of Depot parking lots that all trains always get sent ...
by MisterFister
Sat Sep 14, 2019 4:28 pm
Forum: Mods
Topic: [MOD 0.17] Research Queue: The Old New Thing
Replies: 3
Views: 1047

Re: [MOD 0.17] Research Queue: The Old New Thing

Playing Factorio v0.17.68. What's the deal with vanilla research queueing behavior? Is that some sort of achievement-unlock, such as after a rocket launch in a previous playthrough? I migrated to a different gaming laptop, so I'm not sure if the new install (with cloud save enabled through Steam) pr...
by MisterFister
Thu Sep 12, 2019 9:55 pm
Forum: General discussion
Topic: City Block form and size discussion
Replies: 2
Views: 624

Re: City Block form and size discussion

Block size does not matter too much. You end up with the same number of trains no matter how big you build, because bigger blocks require more trains. What matters is how many different items you build per block. More items per block means less trains are needed to carry intermediate products. For ...
by MisterFister
Thu Sep 12, 2019 7:44 pm
Forum: General discussion
Topic: City Block form and size discussion
Replies: 2
Views: 624

City Block form and size discussion

I've returned from a Factorio hiatus and have decided that my previous city-block plan of 4LP to a side is insufficient for my midgame needs. In tinkering with distances between roboports (islanded lognets, no base-wide "one bot network to rule them all) LPs, substations, and even experimenting with...
by MisterFister
Thu Sep 12, 2019 7:28 pm
Forum: General discussion
Topic: City Blocks instead of Main Bus
Replies: 21
Views: 23135

Re: City Blocks instead of Main Bus

I've had a life-induced hiatus from Factorio since I last posted, but I'm revisiting it now. With these replies and some I received on the Facebook and reddit groups, I've gotten it into my craw to align everything to a chunk boundary. How large is "way too large" in anyone's mind? I'm going to expe...

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