Search found 9 matches

by NexGenration
Wed Mar 13, 2024 8:45 pm
Forum: Implemented in 2.0
Topic: Auto-trash everything not requested
Replies: 3
Views: 209

Re: Auto-trash everything not requested

Klonan wrote: ↑
Wed Mar 13, 2024 11:32 am
Added in 2.0:
https://factorio.com/blog/post/fff-382
Ah I must have missed that part of that FFF. Glad to hear it is being added :)
by NexGenration
Wed Mar 13, 2024 9:54 am
Forum: Implemented in 2.0
Topic: Auto-trash everything not requested
Replies: 3
Views: 209

Auto-trash everything not requested

TL;DR Add a checkbox in the logistics request tab of a player/spider that auto-trashes everything not being requested. What ? With this checkbox checked, if I am requesting (for instance) power poles, blue belts, and rails, then picking up an inserter should automatically trash it. Why ? I recently...
by NexGenration
Mon Mar 04, 2024 8:34 pm
Forum: Ideas and Suggestions
Topic: Keybind to access vehicle's inventory
Replies: 0
Views: 84

Keybind to access vehicle's inventory

TL;DR Add a keybind to access our current vehicle's inventory What ? Exactly what is listed in the subject Why ? - There is a keybind for accessing your own inventory. There is also a button you can click to do the same thing above your armor slot. There is an equivalent button above your vehicle's...
by NexGenration
Thu Feb 29, 2024 9:34 pm
Forum: Ideas and Suggestions
Topic: Enable/disable alerts (like structure killed by biters) in options menu
Replies: 2
Views: 164

Enable/disable alerts (like structure killed by biters) in options menu

Add the ability to enable/disable the various alerts that appear to the right of your hotbar from the options menu. Alerts such as "turrets engaged with enemy" or "bots missing construction supplies". You can currently do this via console commands (/help alerts), but this honestl...
by NexGenration
Sun Nov 22, 2020 3:29 am
Forum: Duplicates
Topic: [1.0.0] [Minor sound glitch] Car "startup" sound plays when it shouldnt
Replies: 2
Views: 1071

[1.0.0] [Minor sound glitch] Car "startup" sound plays when it shouldnt

step one: get in car step two: go to the map. you get a muffled version of the "car idle" sound (this is normal) step three: zoom in to satellite view (where you can actually see the factory as if you were standing there) somewhere other than where your car is. you stop hearing that sound ...
by NexGenration
Mon Jul 06, 2020 2:56 am
Forum: Not a bug
Topic: [0.18.34] Train routing not working properly when using Temporary Station
Replies: 1
Views: 873

[0.18.34] Train routing not working properly when using Temporary Station

In the save I am uploading, I am sitting in a train facing a fork in the rail merging back onto the main highway. In said train, if I open the planner and ctrl-click on the track to the left side of the fork, it wants to route the train through the right side of the fork and then go all around my ba...
by NexGenration
Sun Sep 16, 2018 9:19 pm
Forum: News
Topic: Friday Facts #260 - New fluid system
Replies: 292
Views: 113716

Re: Friday Facts #260 - New fluid system

So will these changes fix the fact that you practically need a pump literally every 3 pipes just to get enough fluid throughput to feed large fully beaconed setups? I'm currently designing a mega base sized oil processing factory and dealing with putting enough pumps in is just a nightmare. There's ...
by NexGenration
Mon May 14, 2018 6:39 am
Forum: Tools
Topic: Carpet Bombing Script
Replies: 7
Views: 7231

Re: Carpet Bombing Script

Explosions are circles, so instead of a square grid you should use a hex grid for perfect damage coverage :P. Though...as that would be zoom level dependant.. .at what zoom level should it be used? /me waits for autohotkey port Zoom level is accounted for. Script listens to mouse wheel so when you ...
by NexGenration
Fri Apr 27, 2018 9:32 pm
Forum: News
Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
Replies: 35
Views: 18426

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Regarding the pipe changes, another great feature that would go well with this would be if while dragging underground pipes/belts, it would detect when once of the two undergrounds cannot be placed because another inject is in the way and move those two undergrounds back 1 or 2 tiles to compensate

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