Search found 38 matches

by Yenz
Sat Aug 21, 2021 10:10 am
Forum: Resolved Problems and Bugs
Topic: [Genhis] [1.1.38] Wrong status indicator/text on mining drills
Replies: 1
Views: 1008

[Genhis] [1.1.38] Wrong status indicator/text on mining drills

1. What did I do? Marking a belt in front of a miner for deconstructions while the mining drill is in operating state (green status indicator led) and had at least outputted one ore on the belt (not directly after placing the miner). 2. What happened? The led instantaneously turned red and the text...
by Yenz
Wed Jun 09, 2021 11:03 am
Forum: Ideas and Suggestions
Topic: Production statistics per surface
Replies: 4
Views: 578

Re: Production statistics per surface

That would be so awesome to have in my last Space Exploration run! Really good suggestion.
by Yenz
Thu Mar 25, 2021 11:13 am
Forum: Technical Help
Topic: [SOLVED][0.18.32] Blueprint library restoration?
Replies: 6
Views: 683

Re: [SOLVED][0.18.32] Blueprint library restoration?

This thread helped me a lot. I had a problem restoring my blueprint library (blueprint-storage.dat) from a backup after I've deleted it for testing stuff. nb: I had my blueprints still available even after deleting the file, I had to delete all books/blueprints from the ingame menu to get it empty. ...
by Yenz
Mon Feb 22, 2021 8:09 am
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 2098

Re: Combination of Crafting and Logistics Menu

Like I posted I would not do such "magic" things. I think we all agree, that recipes and items are two different things and such should not be handled the same (in the same UI). Especially with mods and multiple ways to craft an item, byproducts, ... For me it would already be streamlined,...
by Yenz
Thu Jan 14, 2021 8:21 am
Forum: Duplicates
Topic: Crash in multiplayer while rename train station
Replies: 2
Views: 336

Re: Crash in multiplayer while rename train station

Oh my bad. But thanks!
by Yenz
Wed Jan 13, 2021 5:59 pm
Forum: Duplicates
Topic: Crash in multiplayer while rename train station
Replies: 2
Views: 336

Crash in multiplayer while rename train station

In a multiplayer session with two friends I clicked on a train station to rename it, as soon as I hit the green confirm button with my mouse the game freezed a few seconds and then crashed. My friends could keep playing, only my (client) instance crashed. Log is attached. Edit: Just joined again, th...
by Yenz
Thu Nov 19, 2020 7:16 pm
Forum: Tools
Topic: "Make Everything" Generator for bot based malls/hubs
Replies: 0
Views: 1091

"Make Everything" Generator for bot based malls/hubs

This app can be used to build bot based malls/hubs. Direct Link to the app: https://jensforstmann.github.io/factorio-make-everything-generator/ Source code: https://github.com/JensForstmann/factorio-make-everything-generator This generator gives you a blueprint to produce the selected recipes. resul...
by Yenz
Thu Nov 19, 2020 2:50 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 58176

Re: Friday Facts #363 - 1.1 is getting close

Hello a greeting. There are two things that I want to keep in mind: Is it possible to modify the mouse pointer in such a way that it can be seen between so many entities? It is lost and not distinguished in many cases. On Windows it's just the default OS mouse pointer, you can change it to whatever...
by Yenz
Wed Nov 18, 2020 8:47 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 58176

Re: Friday Facts #363 - 1.1 is getting close

Really can't wait for 1.1 :roll: :mrgreen:
by Yenz
Tue Nov 17, 2020 7:13 pm
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 2098

Re: Combination of Crafting and Logistics Menu

I kinda liked the idea in the first read (couple of days ago), but I also forgot about the item vs recipes problem. In fact I also thought about something like this suggestions before. Reading several posts here (and also from the recent FFF thrad) shows, that there is not only one type of player: S...
by Yenz
Sat Nov 14, 2020 10:32 am
Forum: Won't fix.
Topic: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
Replies: 6
Views: 710

Re: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)

I do not found it intuitive from a user's perspective. You expect that a user must know when a (real) sync is needed and it will restart the game. Even more: The user selects the wanted mods, chose to directly jump into the game but then the "Continue" and the "Back" buttons doin...
by Yenz
Sat Nov 14, 2020 1:29 am
Forum: Won't fix.
Topic: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
Replies: 6
Views: 710

Re: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)

It didn't sync, so it didn't load: it loads after it syncs. ("Load after sync") That's exactly what I've written in the last section. (Or do you mean something else?) But, then again: why does it load when "syncing" startup settings (where in fact no startup settings are synced).
by Yenz
Fri Nov 13, 2020 10:11 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 58176

Re: Friday Facts #363 - 1.1 is getting close

silvver wrote: ↑
Fri Nov 13, 2020 9:57 pm
Are there any plans to add more QoL like sorting saves by name, time played, save date? (maybe also by version)

There is no problem when you have a few saves, but when you have much more, sorting them would be very usefull.

1.1 will bring a search bar to find savegames by name at least.
by Yenz
Fri Nov 13, 2020 10:10 pm
Forum: Won't fix.
Topic: [1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)
Replies: 6
Views: 710

[1.0.0] "Load after sync" does not load if there is nothing to sync (in the "Sync mods with save" dialog)

TL;DR In specific scenarios the confirm button in the "Sync mods with save" dialog will load the the save when pressing "Confirm" but will refuse to do so in other scenarios. (Although in both cases the checkmark is set to load the save.) Steps to reproduce including explanation...
by Yenz
Fri Nov 13, 2020 9:55 pm
Forum: Ideas and Suggestions
Topic: Return to selected savegame if pressing "Back" in the "Sync mods with save" dialog.
Replies: 0
Views: 155

Return to selected savegame if pressing "Back" in the "Sync mods with save" dialog.

TL;DR If I choose to go "Back" from the "Sync mods with save" dialog I want the previously selected savegame still being selected (and not the last played savegame which is selected when coming from the main menu). What ? Ich choose a savegame I want to play from the list. Becau...
by Yenz
Fri Oct 30, 2020 12:13 pm
Forum: Implemented Suggestions
Topic: Search bar in "Load game" window
Replies: 2
Views: 232

Re: Search bar in "Load game" window

I've to quote myself:
Yenz wrote: ↑
Fri Oct 30, 2020 12:09 pm
@Devs: You're awesome... just awesome. Keep it up forever :D
Just wrote that seconds ago somewhere else :mrgreen:
by Yenz
Fri Oct 30, 2020 12:09 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 39674

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

@Devs: You're awesome... just awesome. Keep it up forever :D
by Yenz
Fri Oct 30, 2020 11:47 am
Forum: Implemented Suggestions
Topic: Search bar in "Load game" window
Replies: 2
Views: 232

Search bar in "Load game" window

TL;DR I want a search bar in the "Load game" window to be able to filter & find savegames quickly. What ? This is the window in its current state: load game.png This is a search button (also CTRL-F'able) from the settings->controls dialog: search.png Combine those two together and put...
by Yenz
Fri Mar 13, 2020 2:16 pm
Forum: News
Topic: Friday Facts #338 - The (real) Character GUI
Replies: 89
Views: 24712

Re: Friday Facts #338 - The (real) Character GUI

The double pop-up and extra confirm might seem strange, but it's made this way to solve the problem of robots bringing you items before you finished setting up your request. For creating a new request (not modifying an existing one) the user has always (100%) press the empty item slot. Would it be ...

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