Search found 94 matches

by MisterFister
Sat Apr 10, 2021 10:01 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3499
Views: 504909

Re: Bugs & FAQ

Hi there! Coming back to Factorio after some time off. I'd been using the standalone Warehouses mod, and would prefer to continue doing so in my main save. It seems to have migrated to "Angel's Addons - Storage Options," which does support mostly-seamless transition as my main save is stil...
by MisterFister
Thu Feb 11, 2021 10:37 pm
Forum: Logistic Train Network
Topic: Threshold and Stack Threshold
Replies: 12
Views: 1651

Re: Threshold and Stack Threshold

This seems to be the consolidated thread for my issue so I'll post here. If this is instead an unwelcome necro, I'll report as a new thread. I am tinkering with a save (I think the map was initially started back in v0.17 if this is relevant, as that ended up being silently relevant to another mod) w...
by MisterFister
Fri Jan 22, 2021 2:22 am
Forum: Mods
Topic: [MOD 0.16] Sisyphean Deliveries
Replies: 17
Views: 3777

Re: [MOD 0.16] Sisyphean Deliveries

Only necro-ing to state that this is an awesome idea for a mod. It's a shame that it hasn't evolved to post-release. A sincere thank you to this modder, and all modders for volunteering their time and ability to make games like Factorio better.
by MisterFister
Thu Dec 31, 2020 10:36 am
Forum: Logistic Train Network
Topic: Returning from factorio hiatus, noob question on new LTN features
Replies: 8
Views: 575

Returning from factorio hiatus, noob question on new LTN features

Hi there Optera. Thank you so much for making this really neat mod. I got sucked away from Factorio just after the pandemic lockdowns started in the US, ad I'm back in earnest again now. I see that with v1.13.0 you changed the behavior to somehow take advantage of the temp-stop system of the base ga...
by MisterFister
Thu Mar 05, 2020 10:36 pm
Forum: Modding help
Topic: Freeplay remote interface not available in game upgraded from 0.17.79
Replies: 1
Views: 270

Re: Freeplay remote interface not available in game upgraded from 0.17.79

Bump. Note that I am the mod-user to submit what I'm guessing to have been the first example of this bug in the wild. Recognizing that my precipitating circumstances were a rather rare use-case (creating a benchmark save for savefile-scumming and revert-to-beginning gameplay, THEN upgrading base, TH...
by MisterFister
Mon Mar 02, 2020 8:02 pm
Forum: Logistic Train Network
Topic: Seeking assistance with depot parking management
Replies: 2
Views: 514

Seeking assistance with depot parking management

Howdy. Base v0.18.x (currently 0.18.9) LTN v1.12.3. My issue is that Depot parking spots can sometimes be over-partitioned, resulting in trains dangling out on the mainlines heading into the Depot. This is more pronounced near high-volume requester locations. I'm aware of the possibility of assignin...
by MisterFister
Fri Feb 07, 2020 9:57 pm
Forum: Ideas and Suggestions
Topic: Train's CTRL-click Temporary Stop behavior
Replies: 15
Views: 1077

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: 18
Views: 1798

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: 285

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: 18
Views: 1798

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: 18
Views: 1798

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: 352048

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...
by MisterFister
Sat Jan 18, 2020 12:45 pm
Forum: Ideas and Suggestions
Topic: Train's CTRL-click Temporary Stop behavior
Replies: 15
Views: 1077

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: 689
Views: 225321

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: 801

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...
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: 801

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,...
by MisterFister
Mon Dec 16, 2019 6:47 pm
Forum: Questions, reviews and ratings
Topic: Wider quickbar
Replies: 3
Views: 661

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: 1457

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: 661

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: 1775

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?

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