Search found 14 matches

by Altainia
Thu Jan 07, 2021 1:20 am
Forum: Ideas and Suggestions
Topic: Smarter handling of keyboard shortcuts
Replies: 4
Views: 429

Re: Smarter handling of keyboard shortcuts

Maybe it was; still on the far side of the keyboard though.
by Altainia
Thu Jan 07, 2021 12:52 am
Forum: Ideas and Suggestions
Topic: Smarter handling of keyboard shortcuts
Replies: 4
Views: 429

Re: Smarter handling of keyboard shortcuts

I didn't consider the relationship between copy/cut/paste shortcuts. ... Perhaps it can be down to individual actions, whether they act as a finalizing action. I can imagine a checkbox next to every keyboard shortcut option that causes it to terminate further keyboard shortcuts that share a modifier...
by Altainia
Wed Jan 06, 2021 10:43 pm
Forum: Ideas and Suggestions
Topic: Smarter handling of keyboard shortcuts
Replies: 4
Views: 429

Smarter handling of keyboard shortcuts

TL;DR The modifier keys can be used as keyboard shortcuts but also can be used for other actions, and sometimes they conflict. This is a suggestion for resolving some of those conflicts. What ? The explanation might do better with an example. With a US keyboard layout, my right-[CTRL] key is on the...
by Altainia
Wed Mar 20, 2019 3:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.11] Unable to craft item due to "Not Enough Ingredients" even though inventory shows I have just enough
Replies: 4
Views: 2007

Re: [0.17.11] Unable to craft item due to "Not Enough Ingredients" even though inventory shows I have just enough

I have my own observations to add to this: When you have exactly the right materials to make a lamp (two iron plates and three copper plates) and nothing extra (so no copper cables), you are unable to hand-craft a lamp. It cites that you do not have enough ingredients. If you craft the electronic ci...
by Altainia
Wed Mar 20, 2019 3:32 pm
Forum: Duplicates
Topic: [0.17.16] Crafting lamps counts down by two and may not allow crafting
Replies: 2
Views: 347

Re: [0.17.16] Crafting lamps counts down by two and may not allow crafting

Thanks; I didn't see that in my search. I'll append my observations to it.
by Altainia
Wed Mar 20, 2019 1:45 pm
Forum: Duplicates
Topic: [0.17.16] Crafting lamps counts down by two and may not allow crafting
Replies: 2
Views: 347

[0.17.16] Crafting lamps counts down by two and may not allow crafting

Details: When you have exactly the right materials to make a lamp (two iron plates and three copper plates) and nothing extra (so no copper cables), you are unable to hand-craft a lamp. It cites that you do not have enough ingredients. If you craft the electronic circuit needed for the lamp from th...
by Altainia
Fri Mar 01, 2019 12:31 am
Forum: Resolved Problems and Bugs
Topic: [0.17.3] Adding or removing a train stop when waiting at a temporary stop (Ctrl+Click) resets wait time
Replies: 2
Views: 712

[0.17.3] Adding or removing a train stop when waiting at a temporary stop (Ctrl+Click) resets wait time

Details: When waiting at a temporary train stop, if you place or remove a stop (temporary or not), the current wait condition will be reset. Reproduction steps: On a train with at least one reachable stop, cause the train to go to a temporary stop. When there, while waiting, place another temporary...
by Altainia
Thu Feb 28, 2019 3:32 am
Forum: Resolved Problems and Bugs
Topic: [0.17.2] Bots get confused when upgrade planner is used twice
Replies: 4
Views: 2610

[0.17.2] Bots get confused when upgrade planner is used twice

Details: When using the upgrade planner on something that has at least two upgrades, like a yellow belt (which can be upgraded to a red belt and yet again to a blue belt), if you select those belts for upgrade a second time while the first upgrade is in progress, some of your bots will get confused...
by Altainia
Thu Feb 28, 2019 2:16 am
Forum: Resolved Problems and Bugs
Topic: [0.17.1] Mods -> Updates -> Info pane fails to refresh when updating multiple mods
Replies: 1
Views: 302

[0.17.1] Mods -> Updates -> Info pane fails to refresh when updating multiple mods

Details: When selecting multiple mods to update and having the top one highlighted such that the info pane on the right shows the info for the mod highlighted, when you choose to update selected, the mods will update and be removed from the list on the left as expected. This means the mod selected ...
by Altainia
Tue May 22, 2018 11:15 pm
Forum: Ideas and Suggestions
Topic: QoL suggestion: Quick requesting of missing entities
Replies: 4
Views: 1051

Re: QoL suggestion: Quick requesting of missing entities

The only reasonable thing would be give circuit network read of missing materials from roboport. I am intrigued by the idea of having a roboport output missing entities and counts to the circuit network. I can think of a couple of cool uses for that. I may end up floating that idea on this board to...
by Altainia
Mon May 21, 2018 2:21 am
Forum: Implemented Suggestions
Topic: QoL suggestion: Use ghosts without the item in hand
Replies: 2
Views: 702

Re: QoL suggestion: Use ghosts without the item in hand

Jap2.0 wrote:See FFF 191
I did not see that. Thank you for linking to it.
by Altainia
Mon May 21, 2018 12:58 am
Forum: Implemented Suggestions
Topic: QoL suggestion: Use ghosts without the item in hand
Replies: 2
Views: 702

QoL suggestion: Use ghosts without the item in hand

Edit: A similar feature has already been discussed in a FFF referenced below. Withdrawing suggestion. [h]TL;DR[/h] A suggestion to allow the placing of ghost entities by hand without having the actual entity. [h]What ?[/h] When hovering over an entity and pressing, by default, 'Q', that item is auto...
by Altainia
Mon May 21, 2018 12:40 am
Forum: Ideas and Suggestions
Topic: QoL suggestion: Quick requesting of missing entities
Replies: 4
Views: 1051

Re: QoL suggestion: Quick requesting of missing entities

What if you could place a blueprint into the logistic request slots and it just did that? I actually have another post for exactly that. It's pending mod approval before it shows up, and once it does I'll edit my OP to link to it, but this suggestion isn't the same, though it is similar. This sugge...
by Altainia
Sun May 20, 2018 6:52 pm
Forum: Ideas and Suggestions
Topic: QoL suggestion: Quick requesting of missing entities
Replies: 4
Views: 1051

QoL suggestion: Quick requesting of missing entities

TL;DR I suggest adding a feature where one can add to or set their character logistics request slots the ghost entities currently missing. What ? When placing down a blueprint, I will naturally not always have the items I need on hand. Currently, I find myself hovering over the missing materials al...

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