On map view, when i hover over oil field - it will show 'Crude Oil Combined yield 1234%' popup ...
i would like to see there also number of pumpjacks i need to place there ... something like: 'Crude Oil Combined yield 1234% (15 spots)'
Search found 90 matches
- Fri Mar 08, 2024 7:16 pm
- Forum: Ideas and Suggestions
- Topic: Oil field count
- Replies: 0
- Views: 246
- Tue Nov 07, 2023 8:30 pm
- Forum: Duplicates
- Topic: CTD during map generation
- Replies: 1
- Views: 368
CTD during map generation
Game crashes to desktop when im messing with sldiers during map generation when preview is open ...
i think iti s mod related, but game dont show me any error ...
i think iti s mod related, but game dont show me any error ...
- Mon Apr 18, 2022 5:27 pm
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 4191
Re: Do not change "ALT mode" when pressing ALT+TAB
ended up by also removing alt shortcut - specially when there is a button on toolbar to toggle ...
- Sat Apr 16, 2022 10:55 pm
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 4191
Re: Do not change "ALT mode" when pressing ALT+TAB
are you sure you have Toggle "alt mode" set to left / right alt and not to something else?
- Sat Apr 16, 2022 8:32 pm
- Forum: Ideas and Suggestions
- Topic: Do not change "ALT mode" when pressing ALT+TAB
- Replies: 16
- Views: 4191
Do not change "ALT mode" when pressing ALT+TAB
TL;DR Do not change "ALT mode" when pressing ALT+TAB (or any other ALT+... conbination). What ? Check when alt key is released if any other key was pressed and if so do not change "ALT mode". Why ? When i ALT+TAB outside game and then back in "ALT mode" gets flipped an...
- Sun Sep 20, 2020 1:34 am
- Forum: Ideas and Suggestions
- Topic: Underground pipe / belt simmillar to poles
- Replies: 1
- Views: 1022
Underground pipe / belt simmillar to poles
TL;DR Make game place undergorund pipe | belt sooner if target location is blocked. What ? When dragging power poles game is placing them at max wire distance -or- little bit sooner when target tile(s) are occupied so wire is still attached. Do simmilar thing for placing underground belts/pipes (ex...
- Sat Aug 15, 2020 5:49 pm
- Forum: Ideas and Suggestions
- Topic: Save game dialog should show current game info if no existing save is selected
- Replies: 4
- Views: 2221
Re: Save game dialog should show current game info if no existing save is selected
If player is trying to be lazy bastard with no spoon it is quite important to know current playtime - currently only way to know that is to save game and then open "load game" dialog to see. The console command /time will print the current playtime. It will not disable achievements. oh .....
- Sat Aug 15, 2020 10:45 am
- Forum: Ideas and Suggestions
- Topic: Save game dialog should show current game info if no existing save is selected
- Replies: 4
- Views: 2221
Save game dialog should show current game info if no existing save is selected
TL;DR As title says - if another save is selected, game will load map version, scenario, difficulty, playtime and mods from save but these are empty if new save name is typed - show there current game stats instead (maybe with different color or something). What ? Save game dialog has fixed labels ...
- Sat Aug 08, 2020 11:45 am
- Forum: Ideas and Suggestions
- Topic: Tweak miner hitbox, so player can move between two miners facing from each other.
- Replies: 8
- Views: 1977
Tweak miner hitbox, so player can move between two miners facing from each other.
TL;DR Tweak miner hitbox, so player can move between two miners facing from each other. What ? New miner graphics show 'path' behind miners if facing from each other (left from engineer on image), but that 'path' is unwalkable. Untitled.png Why ? Mailny because it is little confusing (even after 20...
- Fri Aug 07, 2020 11:11 am
- Forum: News
- Topic: Friday Facts #359 - Crash site: The beginning
- Replies: 95
- Views: 108958
Re: Friday Facts #359 - Crash site: The beginning
However, I noticed that on the technology icon of the logistic 1 research, the underground-belt on the top right faces the wrong way. On the logistics 2,3 icon, it is correct. ... cannot use now :o Abount mining drill: How the heck you make something better, that looked perfect??? Also i dont see a...
- Fri Jul 31, 2020 7:47 am
- Forum: Ideas and Suggestions
- Topic: New blueprints - absolute reference point grid size
- Replies: 2
- Views: 4057
Re: New blueprints - absolute reference point grid size
TL;DR: After good night sleep i get to same conclusion ... Original reasoning behind this was, that i created chunk aligned city block rails that span over 7x7 chunks and then when placed on map it wouldn't align with my first (non-bp) block - like this: (because of grid size 224x224) +-------+ <- o...
- Thu Jul 30, 2020 10:26 pm
- Forum: Ideas and Suggestions
- Topic: New blueprints - absolute reference point grid size
- Replies: 2
- Views: 4057
New blueprints - absolute reference point grid size
TL;DR Add optional separate grid size when BP is positioned absolutely. What ? Imagine blueprint, that has 96x96 grid size and is absoultely positioned to fit 3x3 chunks as a result top left corner of this BP can be placed only in top left corner of chunks [0,0], [0,3], [0,6], ..., [3,0], [3,3], .....
- Sun Jul 26, 2020 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Temporary Station circuit condition tweak
- Replies: 0
- Views: 653
Temporary Station circuit condition tweak
What? Tweak temporary station circuit condition when train reach it so: "5s passed" if player is not in train "5s passed AND Passenger present" if player is in train Why? To differentiate, if train should wait for player (personal train) or not (some random hijacked train, that ...
- Sun Jul 26, 2020 1:08 pm
- Forum: Not a bug
- Topic: "cannot mix different fluid" error not triggered if unpowered
- Replies: 1
- Views: 1020
"cannot mix different fluid" error not triggered if unpowered
vanila game version: 0.18.36 how to reproduce: 1. place chemical plant 2. set recipe, that uses differnet fluids 3. connect plant inputs - game will not throw "cannot mix different fluid" error i think, it is because pipe is empty and chemical plant input do not 'lock' pipe to specific flu...
- Sun Jul 12, 2020 9:16 am
- Forum: Not a bug
- Topic: [0.18.36] Placing locomotive on its ghost does not restore the ghosts schedule
- Replies: 2
- Views: 1343
[0.18.36] Placing locomotive on its ghost does not restore the ghosts schedule
How to reproduce: 1. Place locomotive & assign shedule to it 2. Create blueprint of given locomotive & place it on another track 3. Manually place locomotive on ghosted one even if you try to place it perfectly on top of ghost (almost impossible) placed locomotive will not have shedule assig...
- Mon Jun 22, 2020 3:57 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 42989
Re: Friday Facts #352 - New website
Any chance, that there will be bluepints section on it? (clone of mods section would do the trick) - maybe with BP library overhaul (search for BP from game itself) after 1.0 ? I doubt it... Remember the "controversial" FFF ? https://factorio.com/blog/post/fff-309 There's a paragraph by T...
- Mon Jun 22, 2020 2:15 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 42989
Re: Friday Facts #352 - New website
Hey nice design for web site! Any chance, that there will be bluepints section on it? (clone of mods section would do the trick) - maybe with BP library overhaul (search for BP from game itself) after 1.0 ? PS: Yea i know about factorioprints.com / factorio.school but i think, that BPs could / shoul...
- Mon May 11, 2020 3:40 pm
- Forum: Implemented Suggestions
- Topic: Deconstruction planner & tiles
- Replies: 2
- Views: 1442
Re: Deconstruction planner & tiles
Oh ... how the heck i didnt see that ...
- Sat May 09, 2020 10:18 am
- Forum: Implemented Suggestions
- Topic: Deconstruction planner & tiles
- Replies: 2
- Views: 1442
Deconstruction planner & tiles
TL;DR Add checkboxes to "Entites" and "Tiles" tabs on deconstruction planner settings window that would enable/disable planner for given tab. What ? Currently deconstruction planner configured to remove "stone path" tile will not mark any tile for deconstruct if entity...
- Tue Apr 14, 2020 7:39 am
- Forum: Not a bug
- Topic: [0.18.18] white rail car indicator in "wrong" position
- Replies: 5
- Views: 1878
Re: [0.18.18] white rail car indicator in "wrong" position
I don't think they shift per signal position. I think they shift per track piece. So both lights result in the outline being over the same track pieces, whereas if the light were one more position to the right, the outline would shift to the next track piece. If you look at that single track piece ...