So something like this?
Search found 18 matches
- Sun Jan 14, 2024 6:06 pm
- Forum: General discussion
- Topic: Concepts for Color-Blind options
- Replies: 6
- Views: 852
- Sat Jan 13, 2024 10:17 pm
- Forum: General discussion
- Topic: Concepts for Color-Blind options
- Replies: 6
- Views: 852
Re: Concepts for Color-Blind options
I'd always thought that iconography could be added for logistic chests to help both colorblind individuals as well as just to better communicate what they do. I've attached an example of something that has been kicking inside my head for a while. https://i.ibb.co/WxhDMdr/Logictic-Chest-Iconography-i...
- Tue Oct 24, 2023 9:50 pm
- Forum: News
- Topic: Friday Facts #381 - Space Platforms
- Replies: 209
- Views: 42609
Re: Friday Facts #381 - Space Platforms
The previous FFF had a screenshot showing planet-specific pressures and magnetic fields. No temperature, but it seems close to something weather related.blazespinnaker wrote: βTue Oct 24, 2023 7:27 pmIt's all opinions here for sure, without a doubt. But what else are we supposed to talk about? The weather?
- Sat Oct 14, 2023 3:41 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 30244
Re: Friday Facts #380 - Remote view
So what happens with electric power pole placements and ghosts? Presently, you get a preview of the coverage of a power pole via a blue-filled border. But if the ghosts are also blue, it might be difficult to see the power pole coverage amidst other things, especially with tiles.
- Thu Jan 07, 2021 1:20 am
- Forum: Ideas and Suggestions
- Topic: Smarter handling of keyboard shortcuts
- Replies: 4
- Views: 1080
Re: Smarter handling of keyboard shortcuts
Maybe it was; still on the far side of the keyboard though.
- Thu Jan 07, 2021 12:52 am
- Forum: Ideas and Suggestions
- Topic: Smarter handling of keyboard shortcuts
- Replies: 4
- Views: 1080
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...
- Wed Jan 06, 2021 10:43 pm
- Forum: Ideas and Suggestions
- Topic: Smarter handling of keyboard shortcuts
- Replies: 4
- Views: 1080
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...
- 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: 3010
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...
- 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: 724
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.
- 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: 724
[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...
- 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: 1243
[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...
- 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: 3596
[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...
- 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: 568
[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 ...
- Tue May 22, 2018 11:15 pm
- Forum: Ideas and Suggestions
- Topic: QoL suggestion: Quick requesting of missing entities
- Replies: 4
- Views: 1655
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...
- Mon May 21, 2018 2:21 am
- Forum: Implemented Suggestions
- Topic: QoL suggestion: Use ghosts without the item in hand
- Replies: 2
- Views: 1113
Re: QoL suggestion: Use ghosts without the item in hand
I did not see that. Thank you for linking to it.Jap2.0 wrote:See FFF 191
- Mon May 21, 2018 12:58 am
- Forum: Implemented Suggestions
- Topic: QoL suggestion: Use ghosts without the item in hand
- Replies: 2
- Views: 1113
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...
- Mon May 21, 2018 12:40 am
- Forum: Ideas and Suggestions
- Topic: QoL suggestion: Quick requesting of missing entities
- Replies: 4
- Views: 1655
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...
- Sun May 20, 2018 6:52 pm
- Forum: Ideas and Suggestions
- Topic: QoL suggestion: Quick requesting of missing entities
- Replies: 4
- Views: 1655
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...