Search found 12 matches
- Mon May 06, 2019 1:24 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Delete redundant (cleared) Blueprints
- Replies: 6
- Views: 2457
Re: [0.17.x] Delete redundant (cleared) Blueprints
+1 on deleting all empty blueprints from the inventory. They are truely pointless now.
With one exception. To update a blueprint you first have to clear it and then capture the content for it again. On clear the blueprint would disappear and you would have to get a new one.
So I would say that ...
- Mon May 06, 2019 11:51 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Delete redundant (cleared) Blueprints
- Replies: 6
- Views: 2457
Re: [0.17.x] Delete redundant (cleared) Blueprints
+1. I run into this problem when updating multiple blueprints to newer versions (e.g. optimizing rail system blueprints). It struck me as odd that blueprints are so hard to get rid of. If someone takes issue with the suggestion above, I think an alternative would be for Shift+Right Click to trash ...
- Sun May 05, 2019 5:50 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Delete redundant (cleared) Blueprints
- Replies: 6
- Views: 2457
[0.17.x] Delete redundant (cleared) Blueprints
TL;DR
Automatically reduce any amount of empty blueprints in your inventory to just one.
What ?
When having more than one empty blueprint in the inventory make them reduce to one blueprint automatically.
Currently:
Ex2.png
After the change:
Ex3.png
Why ?
Often times, when ...
Automatically reduce any amount of empty blueprints in your inventory to just one.
What ?
When having more than one empty blueprint in the inventory make them reduce to one blueprint automatically.
Currently:
Ex2.png
After the change:
Ex3.png
Why ?
Often times, when ...
- Fri Apr 26, 2019 11:52 am
- Forum: Ideas and Suggestions
- Topic: Hotkey for "Random Seed" in the Map Creation
- Replies: 1
- Views: 1089
Hotkey for "Random Seed" in the Map Creation
TL;DR
Implement an easy-to-access button to make longer sessions of map creating effortless
What ?
In the map creation you can click on the "Random Seed" button, which, combined with Auto Refresh enabled, gives you a rather fast way to cycle through possible maps.
By giving the button his own ...
Implement an easy-to-access button to make longer sessions of map creating effortless
What ?
In the map creation you can click on the "Random Seed" button, which, combined with Auto Refresh enabled, gives you a rather fast way to cycle through possible maps.
By giving the button his own ...
- Mon Mar 04, 2019 6:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] mining productivity migration script too generous
- Replies: 15
- Views: 8047
Re: [0.17.5] mining productivity migration script too generous
I have only "Mining productivity 1" now but +50% productivity so i can confirm this behaviour.
Sure, but that's expected and documented. The issue is whether 50% for the first step is too generous.
No, that's not expected, it says +10% for Mining productivity 1 in-game, not +50%.
Each ...
- Mon Mar 04, 2019 6:38 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] mining productivity migration script too generous
- Replies: 15
- Views: 8047
Re: [0.17.5] mining productivity migration script too generous
I have only "Mining productivity 1" now but +50% productivity so i can confirm this behaviour.
- Mon Mar 04, 2019 6:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.5] Mining productivity research changes displayed price when it's started
- Replies: 3
- Views: 2536
[0.17.5] Mining productivity research changes displayed price when it's started
The pictures below are self-explanatory. Canceling the research brings me back to picture one.
Before research was started After research was started
Before research was started After research was started
- Wed Feb 27, 2019 2:12 pm
- Forum: Not a bug
- Topic: [0.17.1] Death world preset might be a little too hard.
- Replies: 2
- Views: 1717
Re: [0.17.1] Death world preset might be a little too hard.
I'm not complaining, i found a playable seed eventually.
Just wanted to report on it. A good portion of the maps i previewed in the process were impossible to win from the get-go (Especially biter nests spawning on top of the starting resources, with many more maps spawning nests right next to them ...
Just wanted to report on it. A good portion of the maps i previewed in the process were impossible to win from the get-go (Especially biter nests spawning on top of the starting resources, with many more maps spawning nests right next to them ...
- Wed Feb 27, 2019 1:43 am
- Forum: Not a bug
- Topic: [0.17.1] Death world preset might be a little too hard.
- Replies: 2
- Views: 1717
[0.17.1] Death world preset might be a little too hard.
This was a particular unlucky spawn, but enemy bases do seem to be pretty close generally even for death worlds with the starting area slider only at 75%.
- Tue Feb 26, 2019 11:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.1] Non-sensical "Can't reach" message for items that can't interact with each other anyways.
- Replies: 1
- Views: 1089
[Rseding91] [0.17.1] Non-sensical "Can't reach" message for items that can't interact with each other anyways.
It's pretty self-explanatory in this picture
I take a stack of coal into my hand and ctrl-click on unmined resources, trees or even biters and fish and get the "Can't reach" message, even though there wouldn't be anything happening if i would be in proximity to it anyways.- Tue Feb 26, 2019 9:32 pm
- Forum: Ideas and Suggestions
- Topic: [0.17] Make changing the UI scale in the interface settings automatically choose "Custom" instead keeping the default.
- Replies: 2
- Views: 1526
[0.17] Make changing the UI scale in the interface settings automatically choose "Custom" instead keeping the default.
TL;DR
By entering a custom amount in the UI scale settings, the settings should switch from Automatic (100%) to custom.
What ?
Entering a custom percentage for the UI scale in the interface settings should automatically enable this chosen custom amount, instead of needing to click one extra ...
By entering a custom amount in the UI scale settings, the settings should switch from Automatic (100%) to custom.
What ?
Entering a custom percentage for the UI scale in the interface settings should automatically enable this chosen custom amount, instead of needing to click one extra ...
- Tue Feb 26, 2019 9:02 pm
- Forum: Duplicates
- Topic: [0.17] Tooltip partly outside game window
- Replies: 1
- Views: 768
[0.17] Tooltip partly outside game window
Hello,
maybe it's because i docked my taskbar on the right side of the screen, but right at starting the tutorial, when i hover over "Stone" only part of its tooltip is displayed: "Example 1"
When i set the taskbar to "automatically hide", it stretches the Factorio window to full display size, but ...
maybe it's because i docked my taskbar on the right side of the screen, but right at starting the tutorial, when i hover over "Stone" only part of its tooltip is displayed: "Example 1"
When i set the taskbar to "automatically hide", it stretches the Factorio window to full display size, but ...