Thank you SO MUCH for finally buffing inserters like this! It has driven me crazy every time I ran into that issue.
Oh and the display panels look pretty spiffy too.
Search found 130 matches
- Fri Jul 12, 2024 11:29 am
- Forum: News
- Topic: Friday Facts #419 - Display Panel & Inserter pickup fixes
- Replies: 117
- Views: 18575
- Sat Oct 07, 2023 9:58 pm
- Forum: News
- Topic: Friday Facts #379 - Abstract rewiring
- Replies: 153
- Views: 34092
Re: Friday Facts #379 - Abstract rewiring
Along the lines of train improvements and UI interaction improvements, I hope that assigning filters to train cargo wagons will become easier. Being able to drag across multiple slots instead of having to click them individually, like you can do when copying and pasting recipes between machines, wou...
- Sun Oct 01, 2023 3:13 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 181514
Re: 3 and 4 way intersections
Oh yes. Too bad it's only straight horizontal and vertical for the ramps, but still! It's a "mod" as much as the rest of the expansion content will be a mod but that's just so you can enable and disable it really. The bits that require the expansion like ramps will need to be clearly marke...
- Sat Sep 30, 2023 8:58 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 97415
Re: Friday Facts #378 - Trains on another level
Additionally, as this is a radical game-alteration, not having it be vanilla feels like they are essentially forcing you to buy the DLC to make the planetside game easier on yourself, enabling you to avoid at least some types of junctions and all the signaling and other things involved, as mentione...
- Fri Sep 29, 2023 6:48 pm
- Forum: News
- Topic: Friday Facts #378 - Trains on another level
- Replies: 339
- Views: 97415
Re: Friday Facts #378 - Trains on another level
Holy cow! Are we done with the railway surprises now, or do you have more coming?! :o :lol: :D It would be neat if big electric poles also received similar treatment to the rail supports by being one of the only entities that can be placed on water, though that's more of an aesthetic desire than any...
- Sat Sep 23, 2023 1:02 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 181514
Re: 3 and 4 way intersections
So. Today's FFF (#377) on rail changes. (Insert George Takei "Oh my!" here. I can neither confirm nor deny the reports of uncontrolled giggling.)
Seriously though, holy crap that's going to make things interesting for intersection design.
Seriously though, holy crap that's going to make things interesting for intersection design.
- Sun Sep 10, 2023 5:32 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 813
- Views: 172980
Re: Friday Facts #375 - Quality
This sounds amazing. Can't wait to try out that legendary power armor and spidertrons!
- Sun Jul 31, 2022 9:11 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 181514
Re: 3 and 4 way intersections
Alright. That looks good, thanks!
- Sat Jul 30, 2022 11:31 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 181514
Re: 3 and 4 way intersections
Glad to hear it, I got my start on these in basically the same way! :D Your logic is quite reasonable, and I was mostly joking anyway. I wonder if you could put in a header at the 92 position for "MultiCross Expanded: 92" with a "See below" link to the spot the existing entry is ...
- Fri Jul 29, 2022 12:57 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 181514
Re: 3 and 4 way intersections
Hey guys, long time no visit! Nice to see this stuff is still alive and kicking in a new home! Some really interesting new designs in the list... I took the Parallel Multicross and... I had worked on a more parallel version of the Multicross myself (as well as a "turbo" circuit-controlled ...
- Fri Oct 29, 2021 6:56 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 928744
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Whew, it sure has been a while! I don't have time to get all caught up but I did notice this one: btw if anyone is interested I made a variation on Tallinu's Whirlpool design Very nice! Does somebody still have the bp for that behemoth?? The link to the past e bin is not available anymore. Don't kno...
- Thu Apr 25, 2019 9:58 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 928744
Re: 4-way intersections: Throughput and deadlocks [image heavy]
Let's see... http://fbpviewer.trakos.pl/b/OoOTd5Vodk7EPlopltHjTMrkK2w Interesting adaptation. That 6x6 square in the center means it would still have room for LHD signal placement. Would only be able to put a medium power pole in there with the roboport, or a nearby substation could be used to power...
- Tue Mar 19, 2019 1:20 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
- Replies: 4
- Views: 2187
Re: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
Well neither of those would be the correct button with the way I have them bound. Shouldn't it simply refer to the actual "pick up/drop item stack" binding in the Inventory section, since that can be bound differently from the others (as in my case)...?
- Mon Mar 18, 2019 2:22 am
- Forum: Not a bug
- Topic: [0.17.9] Physical Projectile Damage 2 pre-requisite missing
- Replies: 8
- Views: 2705
Re: [0.17.9] Physical Projectile Damage 2 pre-requisite missing
This is clearly not "working as intended." The way the tech tree revamp was described, EVERY technology entry which requires a kind of science pack that has to be researched (as in, all except automation science packs) is now supposed to list that science pack technology as a prerequisite,...
- Sat Mar 16, 2019 11:12 am
- Forum: Resolved Problems and Bugs
- Topic: [abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
- Replies: 4
- Views: 2187
[abregado][0.17.14] Altered control bindings lead to some incorrect popup instructions (excluding Compilatron?)
Long-time player here. I fired up the new campaign to have a look at it and within the first minute discovered something not quite right. I have changed certain mouse button bindings from the defaults, and while the robot gives me the correct instructions (using the bindings I've assigned), the popu...
- Sun Feb 17, 2019 11:33 am
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 90807
Re: Friday Facts #282 - 0.17 in sight
Please, while you are changing the way the quickbar works, make sure that there's an easy way to drop an arbitrary desired quantity of a held item into multiple machines, especially as you run or drag your mouse across a row of them. For example, putting 10 coal into each furnace, or 15 magazines in...
- Fri Dec 07, 2018 11:03 am
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 928744
Re: 4-way intersections: Throughput and deadlocks [image heavy]
The worst I've seen happen is for a train that was approaching the forced signal to instantaneously stop or slow until its braking distance doesn't enter the now closed block that it was approaching. But even if another train is following that one, because trains are not allowed to tailgate each oth...
- Fri Dec 07, 2018 7:31 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1074765
Re: [0.16] Sea Block Pack 0.2.17
Well, now I'm really scratching my head! That link gave me the same file I downloaded the other day, and as I look at the contents more carefully, they do match the versions of the mods that are currently in my mods folder (which came from using Factorio's built-in mod portal to auto-update them). I...
- Thu Dec 06, 2018 12:34 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1074765
Re: [0.16] Sea Block Pack 0.2.17
The following was presumably the result of user error, or some mysterious gremlins messing with my computer. Sea block pack 0.2.17 has been released. Check first post for download link. Update 2018-11-19, version 0.2.17 Reduce cellulose fiber and wood pellet crafting time. ScienceCostTweaker science...
- Wed Dec 05, 2018 3:32 pm
- Forum: Railway Setups
- Topic: 4-way intersections: Throughput and deadlocks [image heavy]
- Replies: 706
- Views: 928744
Re: 4-way intersections: Throughput and deadlocks [image heavy]
I've been lurking and keeping an eye on developments here, but didn't really have anything to add and was busy with other things. Thanks, but unfortunately one of the drawbacks of that system is that it has to be manually adjusted, pretty much by repeated testing, for trains of different lengths or ...