+1
For the "undo" I think an "undo" icon on the map for about 30 seconds could point you to the place you just broke (if you did the undo by accident). Not that the game should know if you broke something, just place an icon in the center of the "undo" operation to let the player know/check where ...
Search found 16 matches
- Sun Dec 20, 2020 10:12 pm
- Forum: Implemented Suggestions
- Topic: Redo functionality
- Replies: 51
- Views: 22903
- Wed Dec 16, 2020 9:28 pm
- Forum: Implemented Suggestions
- Topic: Sorting savegames: by date / world
- Replies: 55
- Views: 23242
Re: Sorting savegames (was: Save game system)
I was about to suggest something similar. A toggle for alphabetical/chronological order would be very useful.
When you have several runs with several saves on each, the chronological order is better.
Also, the map editor load menu does not have the "playtime" displayed, so it is harder to find the ...
When you have several runs with several saves on each, the chronological order is better.
Also, the map editor load menu does not have the "playtime" displayed, so it is harder to find the ...
- Tue Dec 15, 2020 10:50 am
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 54534
Place blueprint with deconstruct option
TL;DR
When placing a blueprint on the world, right click it to place it and deconstruct not only rocks/trees, but also any other building in the way (splitters, wrong way belts, assemblers, ...).
Why ?
When you are placing ghosts, you can remove things with right mouse button.
If you have a ...
When placing a blueprint on the world, right click it to place it and deconstruct not only rocks/trees, but also any other building in the way (splitters, wrong way belts, assemblers, ...).
Why ?
When you are placing ghosts, you can remove things with right mouse button.
If you have a ...
- Sun Dec 06, 2020 6:22 pm
- Forum: Ideas and Suggestions
- Topic: Move assist
- Replies: 1
- Views: 961
Move assist
TL;DR
To ease moving things (just a bit), after a cut command, place the mouse in the position needed to have the blueprint in the same position the cutted things were.
What ?
Just that. Maybe not possible for big blueprints, but I thik it would be nice when it can be done.
Why ?
When you ...
To ease moving things (just a bit), after a cut command, place the mouse in the position needed to have the blueprint in the same position the cutted things were.
What ?
Just that. Maybe not possible for big blueprints, but I thik it would be nice when it can be done.
Why ?
When you ...
- Sat Dec 05, 2020 3:18 am
- Forum: Ideas and Suggestions
- Topic: Some chemical plant recipes allow flipping
- Replies: 3
- Views: 2925
Some chemical plant recipes allow flipping
TL;DR
Some blueprints with chemical plants could be flipped
What ?
Recipes with the same liquid in both pipes allow the chemical plant to be flipped (sulfur, solid fuel from light and heavy oil, lubricant, plastic, batteries and explosives).
If all chemical plants in the blueprint have a recipe ...
Some blueprints with chemical plants could be flipped
What ?
Recipes with the same liquid in both pipes allow the chemical plant to be flipped (sulfur, solid fuel from light and heavy oil, lubricant, plastic, batteries and explosives).
If all chemical plants in the blueprint have a recipe ...
- Wed Dec 02, 2020 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Splitter GUI, clickable graphical priorities
- Replies: 17
- Views: 6670
Re: Splitter GUI, clickable graphical priorities
I am glad I am not the only one that has to think (click) twice when setting priorities.
I don't know if the buttons would be confusing when the filter is active. I think It could look like this:
Maybe an " * " on the empty button.
I don't know if the buttons would be confusing when the filter is active. I think It could look like this:
Maybe an " * " on the empty button.
- Wed Dec 02, 2020 12:16 am
- Forum: Resolved Problems and Bugs
- Topic: [Twisnen][1.1.3] Power switch is always off when pasted
- Replies: 1
- Views: 2241
[Twisnen][1.1.3] Power switch is always off when pasted
When you set the power switch status (on/off) by hand (not with circuit network) to be "on" and copy/paste or create blueprint, it is "off" when pasted.
Maybe intended to be that way?
I think its status should be saved as it is with splitter priorities for example.
Maybe intended to be that way?
I think its status should be saved as it is with splitter priorities for example.
- Tue Dec 01, 2020 11:01 am
- Forum: Ideas and Suggestions
- Topic: Splitter GUI, clickable graphical priorities
- Replies: 17
- Views: 6670
Splitter GUI, clickable graphical priorities
TL;DR
Remake current yellow arrows for priorities in the splitter's GUI as buttons.
splitter_gui.png
What ?
Click an arrow button to set the priority to that side. If it already has the priority, then clears it.
Buttons should be rotated to match the splitter preview.
Current GUI should ...
Remake current yellow arrows for priorities in the splitter's GUI as buttons.
splitter_gui.png
What ?
Click an arrow button to set the priority to that side. If it already has the priority, then clears it.
Buttons should be rotated to match the splitter preview.
Current GUI should ...
- Sun Mar 10, 2019 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Super-pipette as an vanilla alternative to early bots mods
- Replies: 3
- Views: 1424
Super-pipette as an vanilla alternative to early bots mods
TL;DR
Speed up blueprint manual construction to reduce the need for early bots mods
What ?
1) Allow the pipette to work while holding LMB and dragging the cursor.
2) When dragging the pipette and entering a new cell, it takes from the inventory a copy of the thing/blueprint-gost in that place ...
Speed up blueprint manual construction to reduce the need for early bots mods
What ?
1) Allow the pipette to work while holding LMB and dragging the cursor.
2) When dragging the pipette and entering a new cell, it takes from the inventory a copy of the thing/blueprint-gost in that place ...
- Fri Jan 25, 2019 4:00 pm
- Forum: Ideas and Suggestions
- Topic: Quick blueprint/dismantle
- Replies: 0
- Views: 1132
Quick blueprint/dismantle
I think that in 0.17 there will be Copy/Paste/Cut. That is great, I would add:
Click on an empty place and drag: starts new blueprint selection.
Right-click on an empty place and drag: starts standard dismantle selection.
When holding a blueprint, clicking on a book opens it to let you put the ...
Click on an empty place and drag: starts new blueprint selection.
Right-click on an empty place and drag: starts standard dismantle selection.
When holding a blueprint, clicking on a book opens it to let you put the ...
- Mon Jan 21, 2019 3:38 pm
- Forum: Ideas and Suggestions
- Topic: End-game mech
- Replies: 17
- Views: 10375
Re: End-game mech
What I would add:
1.Customization. Not only weapons, but increased armor plates, better motors for speed, shields... basically what can be placed on a modular armor and something more.
2. Remote control. Maybe an optional module for remote control. You select the mech from map view and control it ...
1.Customization. Not only weapons, but increased armor plates, better motors for speed, shields... basically what can be placed on a modular armor and something more.
2. Remote control. Maybe an optional module for remote control. You select the mech from map view and control it ...
- Tue Jan 15, 2019 11:53 pm
- Forum: Ideas and Suggestions
- Topic: Crafting shortcuts
- Replies: 3
- Views: 3562
Crafting shortcuts
TL;DR
Shortcuts to craft common things without having to search them
What ?
Pressing shift (or other key) shows the item count that can be crafted for each item in the toolbar (maybe in green digits above the current count). Then with the key pressed, left click craft one and right click ...
Shortcuts to craft common things without having to search them
What ?
Pressing shift (or other key) shows the item count that can be crafted for each item in the toolbar (maybe in green digits above the current count). Then with the key pressed, left click craft one and right click ...
- Mon Jun 25, 2018 8:04 pm
- Forum: Ideas and Suggestions
- Topic: LAR DLC (Life After Rocket launch)
- Replies: 1
- Views: 2021
LAR DLC (Life After Rocket launch)
TL;DR
The game is nearing release and it is fine in the major part, but after release, a DLC could add some extra motivation to continue. And that could be building an FTL ship.
What ?
So, the rocket is a very normal, very slow rocket that can’t get us to our home across the stars. After ...
The game is nearing release and it is fine in the major part, but after release, a DLC could add some extra motivation to continue. And that could be building an FTL ship.
What ?
So, the rocket is a very normal, very slow rocket that can’t get us to our home across the stars. After ...
- Tue Mar 13, 2018 12:21 am
- Forum: Ideas and Suggestions
- Topic: Blueprint recicle bin
- Replies: 0
- Views: 842
Blueprint recicle bin
TL;DR
A place in the blueprint library where the latest blueprints deleted or cleared and deleted books are stored.What ?
The recicle bin could have the latest 10 or 20 deleted or cleared blueprints and 5 blueprint books.Why ?
Because errors happens.- Sun Mar 11, 2018 4:54 pm
- Forum: Implemented Suggestions
- Topic: Player created alarms (circuit network)
- Replies: 2
- Views: 2466
Re: Player created alarms (circuit network)
Sorry. My fault. I didn't look at the programmable speaker (maybe I got confused by its name).Loewchen wrote:Good news: https://wiki.factorio.com/Programmable_speaker
Thank you.
- Sun Mar 11, 2018 4:16 pm
- Forum: Implemented Suggestions
- Topic: Player created alarms (circuit network)
- Replies: 2
- Views: 2466
Player created alarms (circuit network)
TL;DR
A circuit network device that allows the player to define an alarm (title and icon) to be fired if a condition is meet (or while the condition is meet).
What ?
This would be a device, something like a combinator.
You can set a title for the alarm and an icon (same as you select one for ...
A circuit network device that allows the player to define an alarm (title and icon) to be fired if a condition is meet (or while the condition is meet).
What ?
This would be a device, something like a combinator.
You can set a title for the alarm and an icon (same as you select one for ...