Search found 12 matches

by Graypup
Sat May 20, 2017 6:27 pm
Forum: Gameplay Help
Topic: Destroying Blueprint Books and Blueprints (Blueprints Tab)
Replies: 3
Views: 2389

Re: Destroying Blueprint Books and Blueprints (Blueprints Tab)

Sorry if this has been addressed before or if it's a known bug, but I'd like to learn how to destroy blueprints and blueprint books under "My Blueprints" in the 0.15 Blueprint Tab. I can add them in, but cannot overwrite existing ones or remove them from the list. I also cannot edit them ...
by Graypup
Sat May 20, 2017 6:25 pm
Forum: Technical Help
Topic: How do I do mod portal password reste?
Replies: 2
Views: 1483

Re: How do I do mod portal password reste?

I can't seem to find where to do a Mod Portal password reset/request. My forum login works fine, and I use Steam to update the game, it's just my Mod Portal login that is giving me trouble. How? Why? From what I understand, it uses single signon with the website login system, so you reset your pass...
by Graypup
Sat May 20, 2017 6:24 pm
Forum: Technical Help
Topic: DS-Lite and IPv6
Replies: 1
Views: 1191

Re: DS-Lite and IPv6

My ISP only offers DS-Lite, real Dual Stack can't be optained, not even bought. My question: Is there IPv6 Support yet? If so, how can I force Factorio to use IPv6? I really like the game and I hate that I am unable to play a multiplayergame without using a Tunneling client. Thanks for all answers,...
by Graypup
Sat May 20, 2017 3:23 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 150090

Re: Friday Facts #191 - Gui improvements

Twinsen, I think you have a lot of good ideas in your proposal. However, I didn't see you bring up what I think are the most unusual and limiting user interaction choices compared to other games and general UI conventions: 1. Wasting the Alt modifier key as a toggle for showing crafting details (an...
by Graypup
Sat May 06, 2017 5:39 pm
Forum: Ideas and Suggestions
Topic: Blueprint UI improvements
Replies: 1
Views: 943

Blueprint UI improvements

http://i.imgur.com/hgMfNjT.png http://i.imgur.com/cacnptZ.png http://i.imgur.com/kAjMNfh.png 1. The current way of destroying (not clearing) blueprints is inefficient. It requires opening the blueprint, and a semi precise click. This could be improved by adding a target when you pick up the bluepri...
by Graypup
Sat Nov 19, 2016 11:32 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 151711

Re: [0.13.x] Bob's Mods: General Discussion

Temporary solution, remove bobinserters. I'll take a look at the mod and see if I can release an update, at which point you can re-add the mod. Any chance of reducing the range of area of affect projectiles? It's something on my list to look at for the next release already. Yeah, no worries, I'll j...
by Graypup
Sat Nov 19, 2016 12:48 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 151711

Re: [0.13.x] Bob's Mods: General Discussion

Getting a bit of a server crash on player connect. Environment details: Factorio 0.14.20 headless dedicated server on Arch Linux (factorio-headless-experimental AUR package) Log: -- Logs begin at Sun 2016-07-10 21:19:32 UTC, end at Sat 2016-11-19 00:32:41 UTC. -- Nov 19 00:31:20 factorio systemd[1]:...
by Graypup
Mon Oct 03, 2016 12:06 am
Forum: Not a bug
Topic: Mod portal: /api/mods/mod missing latest_release
Replies: 1
Views: 927

Mod portal: /api/mods/mod missing latest_release

If I `GET /api/mods/FARL`, for example, on host `mods.factorio.com`, the response doesn't include `latest_release`. However, if I `GET /api/mods/?page_size=max&order=alpha`, then, in the `results` list, the entry where name = 'FARL' has the `latest_release` property.
by Graypup
Sat Jan 10, 2015 8:08 pm
Forum: General discussion
Topic: Automatic mining bases expansion (or eliminating the need)
Replies: 31
Views: 20195

Re: Automatic mining bases expansion (or eliminating the nee

I totally agree with your points, and there are plans (not official) for the (far) future to solve this issues. There are going to be ways, 1 or 2 major releases in the future to do it more centralised. 3) Create a rail all the way to the new base I have a plan for much alternative convenient rail ...
by Graypup
Wed Jan 07, 2015 5:06 am
Forum: Resolved Problems and Bugs
Topic: [0.11.8] Updates always require UAC approval
Replies: 8
Views: 2961

Re: [0.11.8] Updates always require UAC approval

I believe that's related to the problem I was having with my mrp system a bit back, win 7+ will auto promote exe files that include update or install in the name regardless if they where marked as needing it Hmm, interesting. Would the install fail if you declined the UAC, even if it doesn't need t...
by Graypup
Wed Jan 07, 2015 1:35 am
Forum: Resolved Problems and Bugs
Topic: [0.11.8] Updates always require UAC approval
Replies: 8
Views: 2961

[0.11.8] Updates always require UAC approval

Every time the game updates, it pops up a UAC box, even though it doesn't require admin to write to the folder that it's installed in (portable/zip version).

This doesn't annoy me, but I suspect that it'd be a problem for some people.
by Graypup
Thu Jan 01, 2015 5:00 am
Forum: Ideas and Suggestions
Topic: Stop / sleep button for assemblers / etc
Replies: 18
Views: 6463

Re: Stop / sleep button for assemblers / etc

That sounds like a quite useful feature. IMHO the best way to implement it is via a shift left click on the machine. Kinda like the power poles.
EDIT: oh yeah... copy paste. Nevermind.

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