Search found 19 matches

by macintacos
Sat May 17, 2025 10:29 pm
Forum: Ideas and Suggestions
Topic: Add "Connect To Logistic Network" To Requester Chests
Replies: 10
Views: 1289

Re: Add "Connect To Logistic Network" To Requester Chests

Another vote from me in favor of this. It feels almost broken that the chests don't allow for turning on their "enable" condition like I can do for inserters or assemblers. Hope this gets added in the future.

This wouldn't be something possible to enable with mods, would it?
by macintacos
Mon Feb 17, 2025 4:35 pm
Forum: Not a bug
Topic: Setting filters on deconstruction planner in-hand (not placed in inventory yet) no longer works
Replies: 1
Views: 162

Setting filters on deconstruction planner in-hand (not placed in inventory yet) no longer works

Pre-2.0, I used a mod by raiguard called Blueprint Tools to do the following workflow quite frequently:

Hit ALT+D to start a deconstruction planner
A red button at the top left would appear, allowing you to modify the deconstruction planner in your hand. Clicking it would bring up the UI for ...
by macintacos
Tue Jan 21, 2025 2:46 am
Forum: Ideas and Suggestions
Topic: Allow "Rail Support Foundations" to affect ramps
Replies: 2
Views: 391

Allow "Rail Support Foundations" to affect ramps

I have a fairly dense setup on a couple of small Fulgora scrap islands, where the train station just barely fits with a ramp going into the island. To compensate for this, I built a small rail network with a double-headed train (even though I rarely do that), assuming that later down the line the ...
by macintacos
Tue Jan 21, 2025 12:12 am
Forum: Ideas and Suggestions
Topic: Filter Parameter Choices for Shared Blueprint Parameters
Replies: 1
Views: 304

Filter Parameter Choices for Shared Blueprint Parameters

Upon placing a parameterized blueprint, if multiple components of that blueprint share the same parameter, the options presented to the user when they click on the box to choose an entity should be limited to the most-restrictive entity that uses that parameter. For example, if an inserter's circuit ...
by macintacos
Thu Jan 02, 2025 4:10 am
Forum: Ideas and Suggestions
Topic: Allow 'q' to pipette values when filling out parameterized blueprint
Replies: 0
Views: 160

Allow 'q' to pipette values when filling out parameterized blueprint

I have a parameterized blueprint that required choosing two items. Sometimes, those items can be the same. When filling out the parameters, and I realize that the items can be the same, I select it for the first parameter and then instinctually go to hover over it with my mouse and hit `q` to ...
by macintacos
Wed Jan 01, 2025 9:39 pm
Forum: Ideas and Suggestions
Topic: Parameterization of Logistics Groups
Replies: 2
Views: 329

Parameterization of Logistics Groups

I was in the middle of trying to make generic space platforms, and ran into a variety of limitations related to parameterization. The one that I want to discuss here is related to parameters in logistics groups and the logistics groups _names_.

I want to be able to logistics group set as something ...
by macintacos
Wed Jan 01, 2025 9:26 pm
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [2.0.25] Blueprint parameter are not resolved for space platform schedule conditions
Replies: 2
Views: 1464

Re: [Kovarex] [2.0.25] Blueprint parameter are not resolved for space platform schedule conditions

Want to note, this also applies to space platform names - parameters either don't seem to work, or I'm just using them incorrectly. Can also confirm that train stations work fine.
by macintacos
Sun Nov 17, 2024 8:03 pm
Forum: Ideas and Suggestions
Topic: Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field
Replies: 0
Views: 173

Pressing "Enter" after searching in remote view should "commit" search term and un-focus search field

This is a habit I keep finding myself doing: I'm in remote view, I ctrl+f to find something. I hit "Enter" habitually, thinking that that will "commit" my search (think like, you're in your browser, hitting "Enter" commits to the search term). I see things light up on the screen, and I try to WASD ...
by macintacos
Mon Nov 11, 2024 2:05 am
Forum: Ideas and Suggestions
Topic: Allow mathematical operations when filling out blueprint parameters that are meant to be numeric values
Replies: 0
Views: 216

Allow mathematical operations when filling out blueprint parameters that are meant to be numeric values

TL;DR
In 2.0, the ability to perform multiplication/division/etc. was added when setting constants - when placing a blueprint that has parameters that are constants, it would be great if they also supported mathematical operations.

Why?
It feels natural for this to be supported. In fact, I ...
by macintacos
Fri Nov 08, 2024 2:15 am
Forum: Ideas and Suggestions
Topic: Search installed mods by author (in game)
Replies: 3
Views: 1240

Re: Search installed mods by author (in game)

With 2.0, the mod portal in-game is better than ever before - but unfortunately, it still does not have this feature :( would still be great!

I especially like doing this when I find a mod that is great, usually that author's other mods are also great so it's just a no-brainer to search for that ...
by macintacos
Tue Nov 05, 2024 7:22 pm
Forum: Resolved Problems and Bugs
Topic: [StrangePan][2.0.11] Gleba enemies freeze in place/get Stuck and won't attack (pentapod/stomper) (MR)
Replies: 26
Views: 5235

Re: [2.0.11] Gleba enemies freeze in place/get Stuck and won't attack

I haven't even went to a new planet yet and am seeing this behavior. I see it when I'm simply "far enough" away from the enemies - when I get in range (I'm not sure what that range is at the moment) the biters become "active".

I think the whole time the enemies are indeed working and are being shot ...
by macintacos
Wed Oct 23, 2024 1:10 am
Forum: Assigned
Topic: [Lou][2.0.9]Tooltip is not shown when placing burner miner when "Entity tooltip on the side" is disabled
Replies: 2
Views: 354

[Lou][2.0.9]Tooltip is not shown when placing burner miner when "Entity tooltip on the side" is disabled

I just discovered the "Entity tooltips on the side" setting and noticed that, if you disable it, the tooltip is not shown when you are placing miners on a patch. I often refer to this information to make sure that I'm not mixing resources on the starter patches that often are on top of one another ...
by macintacos
Fri Oct 28, 2022 6:23 pm
Forum: Ideas and Suggestions
Topic: Add support to search by keybinding when browsing "Controls Settings"
Replies: 2
Views: 806

Add support to search by keybinding when browsing "Controls Settings"

Even with the base game, it can be difficult to know what keybinding is supposed to trigger what. As such, I would like to be able to search for keybindings explicitly, either via an explicit button at the top of the keybindings view or have the filtering engine "switch" to that method of search ...
by macintacos
Sun Aug 30, 2020 8:53 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 17892

Re: [Request] Chest, Warehouse and Trash dump sprites

I must say, this would be fantastic if there was an update to the sprites. The warehouse in particular looks really out of place in the current version of the game :)

The only thing I can offer is my encouragement though, would be awesome to see this updated
by macintacos
Thu Mar 19, 2020 1:43 am
Forum: Not a bug
Topic: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
Replies: 12
Views: 6689

Re: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)

Okay then that wasn't immediately intuitive to me as far as a removal of functionality goes. One day it was there and the next it wasn't, with (seemingly?) no explanation. It appears that, with the save I have, that button isn't even available until I get further along with research (creating ...
by macintacos
Wed Mar 18, 2020 7:07 am
Forum: Not a bug
Topic: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
Replies: 12
Views: 6689

Re: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)

Thanks! I'll give it a shot and let you know if it works.
by macintacos
Wed Mar 18, 2020 6:36 am
Forum: Not a bug
Topic: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
Replies: 12
Views: 6689

Re: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)

I'm on 10.15.3. How do I offload my save so that I don't have to start over?
by macintacos
Wed Mar 18, 2020 4:58 am
Forum: Not a bug
Topic: [0.18.13] Blueprint menu completely empty (macOS 10.15.3)
Replies: 12
Views: 6689

[0.18.13] Blueprint menu completely empty (macOS 10.15.3)

At first I thought this was an issue with a mod or with my particular world, so I unchecked all mods and started a fresh new map. Still, the blueprint menu is empty; no options to create new blueprints/deconstruction plans/etc.

This is on macOS 10.15.3; not sure what to do about this. I have ...

Go to advanced search