Ah I must have missed that part of that FFF. Glad to hear it is being added
Search found 9 matches
- Wed Mar 13, 2024 8:45 pm
- Forum: Implemented in 2.0
- Topic: Auto-trash everything not requested
- Replies: 3
- Views: 285
Re: Auto-trash everything not requested
- Wed Mar 13, 2024 9:54 am
- Forum: Implemented in 2.0
- Topic: Auto-trash everything not requested
- Replies: 3
- Views: 285
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...
- Mon Mar 04, 2024 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Keybind to access vehicle's inventory
- Replies: 0
- Views: 121
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...
- 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: 211
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...
- 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: 1092
[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 ...
- 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: 897
[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...
- Sun Sep 16, 2018 9:19 pm
- Forum: News
- Topic: Friday Facts #260 - New fluid system
- Replies: 292
- Views: 116006
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 ...
- Mon May 14, 2018 6:39 am
- Forum: Tools
- Topic: Carpet Bombing Script
- Replies: 7
- Views: 7391
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 ...
- Fri Apr 27, 2018 9:32 pm
- Forum: News
- Topic: Friday Facts #240 - Factorio-data & Fast pipe replace
- Replies: 35
- Views: 18749
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