Search found 79 matches
- Wed Nov 06, 2024 1:59 pm
- Forum: Duplicates
- Topic: [2.0.14] - Inconsistency with pressing 'q' over an ore patch in and out of remote view..
- Replies: 2
- Views: 189
- Wed Nov 06, 2024 12:05 am
- Forum: Assigned
- Topic: [Kovarex] [2.0.15] Parameter 0 in an inserter gives unusable signals when using alternate recipes
- Replies: 4
- Views: 389
[Kovarex] [2.0.15] Parameter 0 in an inserter gives unusable signals when using alternate recipes
0eNql11tvmzAUAOC/gvy0TaTjYnOJtoftYdIepkl7nSpEgtNaBZvaJltU8d93DA2lwQ0jUR4SnOPv+IrhCW3KhtaScY3WT4htBVdo/fsJKXbH89KU8byiaI12ouGFPKDWRYwX9C9a+61riSvFHVOabVdSbIQehQfW8DpXiu3pqpZizwoqV9t7qsbVQms1SR8biLPE4/bWRZRrphntu9JdHDLeVBsqodnuaZdcVAsF8YKbDCZnmN4QFx2g0ZjcEMAl3bK6b6+Eyiaxh47F2WOTl5AC/uZCVtBQ0 ...
- Tue Nov 05, 2024 1:55 am
- Forum: Duplicates
- Topic: [2.0.14] - Inconsistency with pressing 'q' over an ore patch in and out of remote view..
- Replies: 2
- Views: 189
[2.0.14] - Inconsistency with pressing 'q' over an ore patch in and out of remote view..
I'm not entirely sure of all the logic that goes on when choosing a miner when pressing 'q', but it appears to take your inventory into account.
This means when you press `q` over any ore patch from remote view you will always get a lowest level miner for that patch.
This does not appear to happen ...
This means when you press `q` over any ore patch from remote view you will always get a lowest level miner for that patch.
This does not appear to happen ...
- Wed Oct 30, 2024 5:22 pm
- Forum: Implemented Suggestions
- Topic: Ability to "Read Fuel" from Biochambers.
- Replies: 16
- Views: 2535
Ability to "Read Fuel" from Biochambers.
I was trying to use 'Read Contents' on a bio chamber to read it's fuel value so I could have some emergency nutrients production kicked on if they were empty.
When I asked about it, the suggestion from boskid was that if it be implemented, it be implemented as a separate 'read fuel' checkbox ...
When I asked about it, the suggestion from boskid was that if it be implemented, it be implemented as a separate 'read fuel' checkbox ...
- Fri Oct 04, 2024 11:44 am
- Forum: News
- Topic: Friday Facts #431 - Gleba & Captivity
- Replies: 158
- Views: 39659
Re: Friday Facts #431 - Gleba & Captivity
Okay genuine Question here for people who "disable" Biters. Would it be bad if the Spawners existed on the Map but didnt spawn any Biters, when you disable them? Pretty sure that is what would be the case when you disable Biters in the future. The Spawners will just be "there" but not spawn ...
- Tue Dec 12, 2023 5:16 am
- Forum: Spread the Word
- Topic: Subscribe to Blog-Posts (Friday facts)
- Replies: 2
- Views: 2349
Re: Homepage Bug : Subscribe to Blog-Posts (Friday facts)
There is an email subscription option.
The link you posted is for the RSS feed (poorly worded imo), but the one at the bottom of the FFFs leads to the newsletter subscription that you’re looking for.
The link you posted is for the RSS feed (poorly worded imo), but the one at the bottom of the FFFs leads to the newsletter subscription that you’re looking for.
- Fri Dec 08, 2023 9:01 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 39436
Re: Friday Facts #388 - Smaller things for 2.0
While this looks like a great idea... I don't like it. If this gets implemented by devs, there should be an option to disable it.
I don't like it because I don't need to be reminded of what I could do when I have no intention to do it. This might be a far fetched comparison, but to me it feels ...
- Fri Dec 08, 2023 12:19 pm
- Forum: News
- Topic: Friday Facts #388 - Smaller things for 2.0
- Replies: 151
- Views: 39436
Re: Friday Facts #388 - Smaller things for 2.0
Train stop names ticked by default would be a nice change as well…the whole point of a blueprint is to save and stamp else where on the map or save for a different map keeping the stop names…please put train stop names on by default
The train stop name being ticked by default happens if you don ...
- Sun Nov 05, 2023 1:16 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.94] copy_settings has unexpected results from assembly machine to logistic storage chest.
- Replies: 1
- Views: 886
[1.1.94] copy_settings has unexpected results from assembly machine to logistic storage chest.
Repro steps:
1. Place an assembler - select a recipe (I used asm3/green chips)
2. shift right click on the assembler.
3. hover over a yellow storage chest
4. run this command /c local player = game.player player.selected.copy_settings(player.entity_copy_source)
Actual result: A filter of 75 iron ...
1. Place an assembler - select a recipe (I used asm3/green chips)
2. shift right click on the assembler.
3. hover over a yellow storage chest
4. run this command /c local player = game.player player.selected.copy_settings(player.entity_copy_source)
Actual result: A filter of 75 iron ...
- Wed Sep 27, 2023 7:53 pm
- Forum: Ideas and Suggestions
- Topic: Allow decoratives to be picked in planner name icons
- Replies: 1
- Views: 479
Allow decoratives to be picked in planner name icons
TL;DR
It would be nice to be able to pick the icons from the Environment/Unsorted tabs when setting the icons for a planner.
What ?
See TLDR.
Why ?
Currently if you make a deconstruction planner that is only trees/rocks (whitelist or blacklist) they get some kind of special icon, and if you ...
It would be nice to be able to pick the icons from the Environment/Unsorted tabs when setting the icons for a planner.
What ?
See TLDR.
Why ?
Currently if you make a deconstruction planner that is only trees/rocks (whitelist or blacklist) they get some kind of special icon, and if you ...
- Mon Sep 11, 2023 11:55 pm
- Forum: Ideas and Suggestions
- Topic: Simple QOL: quickly set filter to inserter and yellow chest
- Replies: 9
- Views: 1623
Re: Simple QOL: quickly set filter to inserter and yellow chest
why should it obviously be a passive provider chest?
I _much_ prefer to just have all the items return to the box they were made in than just sit around in an unorganized central storage.
I only use passive providers for intermediate's that I'm positive are continually consumed.
I _much_ prefer to just have all the items return to the box they were made in than just sit around in an unorganized central storage.
I only use passive providers for intermediate's that I'm positive are continually consumed.
- Tue Dec 06, 2022 7:49 pm
- Forum: Ideas and Suggestions
- Topic: Larger area for scroll wheel interaction with input sliders.
- Replies: 7
- Views: 1463
Re: Larger area for scroll wheel interaction with input sliders.
Heck, I'd say the scroll wheel should work if your pointer is anywhere in the entire dialog. What else are you going to scroll?
Maybe if you're in the tab area it should scroll you between tabs, but otherwise, the slider at the bottom is the only thing that makes sense to scroll.
The slightly ...
- Mon Dec 05, 2022 7:25 pm
- Forum: Ideas and Suggestions
- Topic: Larger area for scroll wheel interaction with input sliders.
- Replies: 7
- Views: 1463
Re: Larger area for scroll wheel interaction with input sliders.
@koub. Thats pretty close yea. Thanks!
I don't think the scroll wheel should work in the _entire_ blue area, but at least in the red area, but to the height of the blue area.
The blue area was just to outline the compared click height of the other inputs across the box.
I don't think the scroll wheel should work in the _entire_ blue area, but at least in the red area, but to the height of the blue area.
The blue area was just to outline the compared click height of the other inputs across the box.
- Fri Dec 02, 2022 6:55 pm
- Forum: Ideas and Suggestions
- Topic: Larger area for scroll wheel interaction with input sliders.
- Replies: 7
- Views: 1463
Larger area for scroll wheel interaction with input sliders.
TL;DR
There should be more area around a range slider where using the scroll wheel affects the slider.
What ?
In the image below, the pink square represents how much of the UI is available to use the scroll wheel on the range slider compared to the blue square which shows the rest of the UI ...
There should be more area around a range slider where using the scroll wheel affects the slider.
What ?
In the image below, the pink square represents how much of the UI is available to use the scroll wheel on the range slider compared to the blue square which shows the rest of the UI ...
- Mon Jan 03, 2022 4:05 pm
- Forum: Not a bug
- Topic: [1.1.50] Upgradeing electric poles makes new connections
- Replies: 6
- Views: 2757
Re: [1.1.50] Upgradeing electric poles makes new connections
Hmm, when you put it like that it makes sense.
I was thinking of it in terms of using an upgrade planner in a blueprint.
I was thinking of it in terms of using an upgrade planner in a blueprint.
- Mon Jan 03, 2022 2:48 pm
- Forum: Not a bug
- Topic: [1.1.50] Upgradeing electric poles makes new connections
- Replies: 6
- Views: 2757
[1.1.50] Upgradeing electric poles makes new connections
I ran into this issue today. I upgraded a bunch of small electric poles to medium electric poles that were in close enough proximity for the medium's to make new wire connections to each other so they did. I would have expected them to just retain all their existing connections and not make any new ...
- Thu Dec 30, 2021 12:48 am
- Forum: Technical Help
- Topic: Multiple Factorio Installs
- Replies: 17
- Views: 29742
Re: Multiple Factorio Installs
Since the wiki points to this thread, I'm resurrecting it from the way past dead for working instructions for the latest version (1.1.50, and macOS).
* in factorio.app/config-path.cfg
config-path=__PATH__executable__/../config
use-system-read-write-data-directories=false
* in factorio.app ...
* in factorio.app/config-path.cfg
config-path=__PATH__executable__/../config
use-system-read-write-data-directories=false
* in factorio.app ...
- Tue May 25, 2021 7:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.33] Close preview button icon is too large
- Replies: 2
- Views: 3212
[kovarex] [1.1.33] Close preview button icon is too large
Not sure which version specifically this was introduced, but it's been around for a couple releases at least...
The 'X' on the close preview button when you start a new game is looking a little big, and also a little cramped.
https://i.imgur.com/clnjRgh.png
compare this to the preview image ...
The 'X' on the close preview button when you start a new game is looking a little big, and also a little cramped.
https://i.imgur.com/clnjRgh.png
compare this to the preview image ...
- Mon May 24, 2021 5:06 pm
- Forum: Ideas and Suggestions
- Topic: Ability to filter the Armor Slot
- Replies: 0
- Views: 923
Ability to filter the Armor Slot
TL;DR
Ability to filter the Armor Slot
What ?
I would like to be able to filter the armor slot so only the filtered type goes in the slot.
Why ?
1) Mostly this is useful in some of the comfy/redmew scenario games (like cave miner, dungeon floors, etc...) but you end up picking up lots of ...
Ability to filter the Armor Slot
What ?
I would like to be able to filter the armor slot so only the filtered type goes in the slot.
Why ?
1) Mostly this is useful in some of the comfy/redmew scenario games (like cave miner, dungeon floors, etc...) but you end up picking up lots of ...
- Mon Feb 01, 2021 10:49 pm
- Forum: Off topic
- Topic: Dyson Sphere Program
- Replies: 47
- Views: 39362
Re: Dyson Sphere Program
Splitters are too massive in my opinion to be useful in busses.
They can look pretty nice tho:
https://i.imgur.com/crst8Mv.jpg
https://i.imgur.com/xxjIxPu.jpg
I made the bus wrap the entire planet and now I'm using logistic towers to refill it from the side along the way. At this point I ...
They can look pretty nice tho:
https://i.imgur.com/crst8Mv.jpg
https://i.imgur.com/xxjIxPu.jpg
I made the bus wrap the entire planet and now I'm using logistic towers to refill it from the side along the way. At this point I ...