There's still people today complaining about them, and since the fix is writing a mod (there's none I know of that's already done) I assume that it's considered fixed for real.
Somehow managed to follow a barebones "guide" on getting them changed and made myself such a mod and now I'm fine.
Search found 18 matches
- Tue Sep 06, 2022 5:48 pm
- Forum: Implemented Suggestions
- Topic: The noise from logistics robots / Drone sounds
- Replies: 20
- Views: 17332
- Tue Aug 30, 2022 3:47 pm
- Forum: Implemented Suggestions
- Topic: The noise from logistics robots / Drone sounds
- Replies: 20
- Views: 17332
Re: The noise from logistics robots / Drone sounds
So many years and not a single change to this...
Seriously, I want a seperate sound setting for them, they're loud as hell once it's more than 10.
Seriously, I want a seperate sound setting for them, they're loud as hell once it's more than 10.
- Tue Apr 12, 2022 9:54 am
- Forum: Ideas and Suggestions
- Topic: Missing support for keybind conflict detection / Add Duplicate Keybind Warning/ Show double keybinds
- Replies: 23
- Views: 4267
Re: Add Duplicate Keybind Warning
They are two mutually exclusive solutions that are used in two different use-cases. You can't compare them as it's apples and oranges. One allows you to see what your current binding is conflicting with. The other allows you to do such things as find if something is bound before you bind it, or to ...
- Mon Apr 11, 2022 12:09 am
- Forum: Ideas and Suggestions
- Topic: Missing support for keybind conflict detection / Add Duplicate Keybind Warning/ Show double keybinds
- Replies: 23
- Views: 4267
Re: Add Duplicate Keybind Warning
That's how Blender does it and it's a lot less pleasant to use than it first sounds.
It's helpful, but bothersome in a different way: having to manually search for the key.
Hence the suggestion of hovering the keybind button: set a keybind and then you can check if it's taken.
It's helpful, but bothersome in a different way: having to manually search for the key.
Hence the suggestion of hovering the keybind button: set a keybind and then you can check if it's taken.
- Sun Apr 10, 2022 8:48 pm
- Forum: Ideas and Suggestions
- Topic: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
- Replies: 15
- Views: 3145
Re: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
In that case it's likely a mod issue I assume, because that blueprint isn't really "old" per se, it's literally a copy of a section I just chose randomly from my save. Guess I'll try a new save then and see if that changes anything. Edit: ok, it might be "Assembler Pipe Passthrough&qu...
- Sun Apr 10, 2022 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
- Replies: 15
- Views: 3145
Re: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
I can't flip them, I'm literally getting an error text spammed over my cursor...
- Sun Apr 10, 2022 2:10 pm
- Forum: Ideas and Suggestions
- Topic: Option in blueprints to disallow flipping / Smarter algorithm to (dis-)allow flipping
- Replies: 15
- Views: 3145
Can't flip blueprint with assembly machine
So I've totally forgotten that Factory added the flipping functionality whenever ago, and having remembered I wanted to try it out. And I immidiately remembered why I forgot about it: I can barely ever actually use it... The main reason I never got to use it is because it complains when I attempt to...
- Sun Apr 10, 2022 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Vehicle fuel gauge
- Replies: 5
- Views: 1459
Re: [1.1.53] Vehicle fuel gauge
I agree with this too.
Vehicles with a grid have an energy bar, in the same way there could be added a red bar with a number over it which represents the current fuel energy plus the remaining fuel items left in the "tank".
Vehicles with a grid have an energy bar, in the same way there could be added a red bar with a number over it which represents the current fuel energy plus the remaining fuel items left in the "tank".
- Sun Apr 10, 2022 1:53 pm
- Forum: Ideas and Suggestions
- Topic: Missing support for keybind conflict detection / Add Duplicate Keybind Warning/ Show double keybinds
- Replies: 23
- Views: 4267
Re: Add Duplicate Keybind Warning
I was going to create a post about this, because this can become a serious bother when using certain mods that add a bunch of keybinds and you simply have no idea anymore what anything does in what situation. But the important points were already made: I would inform the user that these built-in key...
- Tue Oct 26, 2021 10:15 pm
- Forum: Mod portal Discussion
- Topic: Code formatting error in mod discussions
- Replies: 1
- Views: 1475
Re: Code formatting error in mod discussions
There's the option to format a single line with ` at the beginning into "something", which in other mark-ups (gotta love the inconsistency of them) is meant for code or at least monospace. There's also a block variant done with ```, but this one completely breaks new lines on the mod discu...
- Sun Jun 14, 2020 8:07 pm
- Forum: Ideas and Suggestions
- Topic: Custom constant value output for combinators
- Replies: 9
- Views: 3419
Re: Custom constant value output for combinators
That actually is a thing already, as far as I know. There's a mod that lets you write lua into it.
Still, the more base level stuff is a charming part of Factorio, even if it's frustrating at times. So just adding a little help to that is more the way to go in my opinion.
Still, the more base level stuff is a charming part of Factorio, even if it's frustrating at times. So just adding a little help to that is more the way to go in my opinion.
- Tue Jun 02, 2020 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Custom constant value output for combinators
- Replies: 9
- Views: 3419
Re: Custom constant value output for combinators
In addition to the suggested improvement for the arithmetic I'd also like to add the options to negate the inputs and output. I really love Factorio's logic system, even if basic logic gates are a little difficult to understand at first, but the one thing I really dislike about it is the negate spa...
- Mon Jun 01, 2020 10:08 am
- Forum: Gameplay Help
- Topic: Pick-A-Signal combinator?
- Replies: 39
- Views: 23732
Re: Pick-A-Signal combinator?
And here I was about to suggest a filter gate that just works like the CC just with in and out and only signals that are selected in it (like in a filter inserter) are allowed through, or removed when set to blacklisting mode instead (optional). Edit: I've made my own version of Redshift's build whi...
- Mon Jun 01, 2020 10:02 am
- Forum: Ideas and Suggestions
- Topic: Read inserter stack size from the picked item's channel
- Replies: 13
- Views: 5109
Re: Read inserter stack size from the picked item's channel
Can't just the 'Each' signal be added to the filter inserter where it will use each filter signal it's being supplied that's above 0?
- Mon Jun 01, 2020 9:49 am
- Forum: Ideas and Suggestions
- Topic: Better use of trash slots
- Replies: 7
- Views: 2960
Re: Better use of trash slots
It's not that I want more inventory space per se, though I admit that the maximum you can get in vanilla is a bit lacking, especially since blueprints and marking tools also take up inv space, those could deserve an inventory of their own or something. What bothers me is the sillyness of needing a w...
- Sun May 24, 2020 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Better use of trash slots
- Replies: 7
- Views: 2960
Better use of trash slots
TL;DR Use the trash slots for crafting and resupply. What ? The TLDR pretty much nails it, when my auto trash is trashing all the wood I pick up, which is exactly what it's supposed to do, then I still can't craft wooden chests. I have to first pick up a stack of wood and then switch to the craftin...
- Tue Jul 10, 2018 2:25 pm
- Forum: Ideas and Suggestions
- Topic: Custom constant value output for combinators
- Replies: 9
- Views: 3419
Re: Custom constant value output for combinators
I'd love the suggested improvements for the deciders, I actually came here to suggest that too. In addition to the suggested improvement for the arithmetic I'd also like to add the options to negate the inputs and output. As in an arithmetic set to A + B = C should let me toggle a negate for A, B or...
- Sun Jul 01, 2018 6:07 pm
- Forum: Ideas and Suggestions
- Topic: Returning Auto Trash to main inventory
- Replies: 8
- Views: 2989
Re: Returning Auto Trash to main inventory
There's another somewhat bothersome issue with logistic requests and auto trash: if the auto trash limit is below the requested amount you will be infinitely supplied and un-trashed. In my opinion should the logistic system not go mental from that but just soft set the auto trash limit to the reques...