For planet selection, except for items that can only be produced on specific ones, I think no default might even be better than the current default. I too often forget to change the default, and have to come back 1h later to realise my mistake…
Regarding item/recipe selection, I think the already ...
Search found 24 matches
- Tue Dec 10, 2024 5:04 pm
- Forum: Ideas and Suggestions
- Topic: Game should remember last used/selected quality / planet
- Replies: 2
- Views: 582
- Tue Dec 10, 2024 12:48 am
- Forum: Ideas and Suggestions
- Topic: For already configured recipes, when reopening factories, directly display the five quality levels as well. (And more)
- Replies: 4
- Views: 780
Re: For already configured recipes, when reopening factories, directly display the five quality levels as well. (And mor
That’s why I put “(distinct)” in my message. For same recipe assemblers it’s not much of a problem.
Two main use cases:
malls of different qualities – I don’t know how people do it most, but if I try to produce high quality from ingredients that are hard to get at high quality (e.g. holmium plates ...
Two main use cases:
malls of different qualities – I don’t know how people do it most, but if I try to produce high quality from ingredients that are hard to get at high quality (e.g. holmium plates ...
- Mon Dec 09, 2024 6:59 pm
- Forum: Ideas and Suggestions
- Topic: Double click new quality buttons to confirm recipe
- Replies: 1
- Views: 342
Re: Double click new quality buttons to confirm recipe
The UI is designed with recipe/item selection above the quality, which in terms of UX, pushes users to select recipe/item first, and quality afterwards.
Being able to double-click the quality would totally make sense (as long as it does not change the operator at the same time, where relevant, as ...
Being able to double-click the quality would totally make sense (as long as it does not change the operator at the same time, where relevant, as ...
- Mon Dec 09, 2024 6:55 pm
- Forum: Ideas and Suggestions
- Topic: For already configured recipes, when reopening factories, directly display the five quality levels as well. (And more)
- Replies: 4
- Views: 780
Re: For already configured recipes, when reopening factories, directly display the five quality levels as well. (And mor
I’m quite often copying an existing setup, and only want to change the quality after pasting. Currently it requires to manually change the whole recipe on each (distinct) assembler. Being able to change just the quality would be very convenient...
I noticed there is a mod for this: https://mods ...
I noticed there is a mod for this: https://mods ...
- Fri Dec 06, 2024 8:13 pm
- Forum: Gameplay Help
- Topic: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
- Replies: 8
- Views: 2428
Re: Is there a way to prevent(or resolve) item spoilage picked up by inserter?
Related/same issue with furnaces: viewtopic.php?p=645746#p645746
- Tue Dec 03, 2024 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Allow remotely moving items from spidertron logistic trash to its inventory
- Replies: 3
- Views: 935
Re: Allow remotely moving items from spidertron logistic trash to its inventory
What’s a shame is that even construction bots can’t use the items from the trash slots for construction. I was trying to to upgrade the quality of some walls but didn’t have enough rare. Since bots didn’t upgrade the most important parts of the wall, I wanted to change which walls were upgraded, but ...
- Fri Nov 29, 2024 1:03 am
- Forum: Ideas and Suggestions
- Topic: Quick select planet without opening filter and planet filtering
- Replies: 3
- Views: 741
Re: Quick select planet without opening filter and planet filtering
Personally, what annoys me most is that I tend to double click the planet (like for other selections), and it clauses the 2 dialogs (because the second click is outside the first dialog), without applying the change!
I quite like the propositions in this thread. It could also possibly allow ...
I quite like the propositions in this thread. It could also possibly allow ...
- Wed Nov 13, 2024 6:52 pm
- Forum: Not a bug
- Topic: [2.0.15] No vault ruin near Fulgora landing site.
- Replies: 3
- Views: 4153
Re: [2.0.15] No vault ruin near Fulgora landing site.
I don’t know if it’s worth reporting it but in my case the closest vault ruin was completely enclosed with cliffs, so I couldn’t mine it. I had bots with me so I ended up using them instead but it was a bit confusing as I couldn’t immediately find another one.
Map exchange string:
>>>eNp1Ur ...
Map exchange string:
>>>eNp1Ur ...
- Tue Feb 09, 2021 12:12 am
- Forum: Technical Help
- Topic: [0.18.27] Cut/copy/paste keyboard macros often fail in game
- Replies: 3
- Views: 2257
Re: [0.18.27] Cut/copy/paste keyboard macros often fail in game
Up! Just passing by to say I am still affected by this bug in latest experimental version (1.1.21).
BTW if a mod could move it back to the bug reports, that would be nice. And I would also perfectly accept a “Won't fix” answer. It's just that having this thread in “Technical help” does not ...
BTW if a mod could move it back to the bug reports, that would be nice. And I would also perfectly accept a “Won't fix” answer. It's just that having this thread in “Technical help” does not ...
- Sat Sep 26, 2020 4:52 pm
- Forum: Ideas and Suggestions
- Topic: Left-handed text copy/paste shortcuts [Accessibility]
- Replies: 3
- Views: 1923
Re: Left-handed text copy/paste shortcuts [Accessibility]
As stated in the other topic, this would also be very useful for people who don't use a QWERTY-based layout. I am personally using the BÉPO layout and doing CTRL+C/V with the left hand is difficult/not possible.
I am thus using CTRL/SHIFT+insert/delete on a keyboard that has dedicated macros for ...
I am thus using CTRL/SHIFT+insert/delete on a keyboard that has dedicated macros for ...
- Tue Aug 04, 2020 8:16 pm
- Forum: Implemented Suggestions
- Topic: New Blueprints - Better Symmetry Point
- Replies: 34
- Views: 19958
Re: New Blueprints - Better Symmetry Point
So how about another way - use current behaviour, but add an "offset anchor". Show the "center map" in the blueprint GUI (intersecting lines like in the picture above, with some flag in the center) and allow to drag it (e.g. by Shift + RMB). Unchanged anchor will automatically align to the corner ...
- Tue Jun 30, 2020 7:38 pm
- Forum: Technical Help
- Topic: [0.18.27] Cut/copy/paste keyboard macros often fail in game
- Replies: 3
- Views: 2257
Re: [0.18.27] Cut/copy/paste keyboard macros often fail in game
Up! Any chance someone could help me with that, or confirm that it is a bug? (even if it won't get fixed)
- Fri May 29, 2020 8:23 pm
- Forum: Technical Help
- Topic: [0.18.27] Cut/copy/paste keyboard macros often fail in game
- Replies: 3
- Views: 2257
Re: [0.18.27] Cut/copy/paste keyboard macros often fail in game
I see this was moved to Technical Help. I believe this is a bug but if I can fix this issue thanks to some help that would be nice.
I forgot to mention I am playing on Linux. I can test it on Windows too if desired.
However, on Linux I can also use xev to give you the output of this macro, which I ...
I forgot to mention I am playing on Linux. I can test it on Windows too if desired.
However, on Linux I can also use xev to give you the output of this macro, which I ...
- Wed May 27, 2020 8:40 pm
- Forum: Not a bug
- Topic: [0.17.33] Copy with Insert key
- Replies: 11
- Views: 4552
Re: [0.17.33] Copy with Insert key
Just stopping by to say shift+delete to cut is the stupidest shortcut I've ever come across and personally caused me a large amount of pain before I knew it was a thing and disabled it.
Shift+delete is not a shortcut that you would press by mistake, would you?
And the only case I know in which ...
- Wed May 27, 2020 8:29 pm
- Forum: Technical Help
- Topic: [0.18.27] Cut/copy/paste keyboard macros often fail in game
- Replies: 3
- Views: 2257
[0.18.27] Cut/copy/paste keyboard macros often fail in game
I have a keyboard¹ which has physical keys for cut/copy/paste. These keys are macros that send shift+delete, control+insert and shift+insert, respectively. I have thus mapped those as secondary bindings for cut/copy/paste tools.
It appears, however, that those shortcuts often fail in game, like 75 ...
It appears, however, that those shortcuts often fail in game, like 75 ...
- Sun Apr 07, 2019 6:07 pm
- Forum: Resolved Problems and Bugs
- Topic: Keybinding issues (when remapping keys in OS)
- Replies: 33
- Views: 20380
Re: Keybinding issues
I am a using the BÉPO keyboard layout , a Dvorak-inspired layout for French. I play on Ubuntu 18.10.
Today I wanted to use an external blueprint, but the usual keyboard shortcuts for pasting didn't work. I tried both CTRL+V and SHIFT+Insert.
I then tried CTRL+., which matches the QWERTY CTRL+V ...
- Fri Apr 05, 2019 8:50 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 77334
Re: Friday Facts #289 - Character GUI
Another QOL improvement would be the ability to organize the logistic slots. Currently – except if I missed it – it is not possible to move around the logistic requests. Instead you have to do the following:
Remove the current item request you want to move – because you can't have two requests ...
Remove the current item request you want to move – because you can't have two requests ...
- Thu Mar 28, 2019 12:03 am
- Forum: General discussion
- Topic: Complete oil processing - conditions
- Replies: 17
- Views: 12620
Re: Complete oil processing - conditions
(Also, using processed instead of raw oil in flame turrets might not be the best idea, for safety and logistic reasons...)
Well, since oil processing keeps the same amount of fluids as the crude oil (or even more with productivity modules in refineries), and considering that heavy/light oil ...
- Sun Mar 24, 2019 3:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [Twinsen][0.17.17] Gates next to diagonal cliff remain (half) open
- Replies: 1
- Views: 3409
[Twinsen][0.17.17] Gates next to diagonal cliff remain (half) open
When you build a gate in contact with a diagonal cliff, it is initially closed as expected, but once it opens it never closes again.
Moreover if the gate extends over several times, only the first gate tile remains open, the remaining ones will close as intended – so the gate is half open/closed.
I ...
Moreover if the gate extends over several times, only the first gate tile remains open, the remaining ones will close as intended – so the gate is half open/closed.
I ...
- Thu Mar 14, 2019 11:59 pm
- Forum: Resolved Problems and Bugs
- Topic: Keybinding issues (when remapping keys in OS)
- Replies: 33
- Views: 20380
Re: Keybinding issues
Hello posila, I feel like my previous comment about the issue with copy/pasting has been unnoticed. Should I have reported it in a new topic? I had understood you wanted to track all such issues here:
There are lot of report regarding to different keybinding issues. So I'd like to address them ...
There are lot of report regarding to different keybinding issues. So I'd like to address them ...