What Muche said.
Also, the specific keys aren't really important. I'd expect them to be configurable keybinds, or at least OS-specific, and I could get used to emacs or vi keybinds instead if necessary. The real request here is to have the functionality at all.
Search found 1521 matches
- Wed Dec 11, 2024 10:23 pm
- Forum: Ideas and Suggestions
- Topic: Additional conventional UX for text-box GUI element cursor movement and selection
- Replies: 5
- Views: 823
- Tue Dec 10, 2024 7:53 pm
- Forum: Ideas and Suggestions
- Topic: A way to convert icons back to text
- Replies: 3
- Views: 711
Re: A way to convert icons back to text
That would actually be pretty cool, but I agree it's a much bigger ask.
- Tue Dec 10, 2024 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91][2.0.24] "Missing specification of font with name" exits Factorio
- Replies: 1
- Views: 1263
[Rseding91][2.0.24] "Missing specification of font with name" exits Factorio
Attempting to apply a font to a GUI element with a name that doesn't match any font prototype produces this error *and completely exits Factorio*, not just to the main menu like other lua errors.
This is a dupe of https://forums.factorio.com/viewtopic.php?f=23&t=58892 which I believe was closed in ...
This is a dupe of https://forums.factorio.com/viewtopic.php?f=23&t=58892 which I believe was closed in ...
- Tue Dec 10, 2024 1:22 pm
- Forum: Ideas and Suggestions
- Topic: Signal letters fonts
- Replies: 8
- Views: 3489
Re: Signal letters fonts
Another shameless plug... https://mods.factorio.com/mod/large-print-signals includes a script for making new letter/number signal graphics in a color, font, and size of your choice, which is visible at https://github.com/sparr/factorio-mod-l ... ons.sh#L15
- Tue Dec 10, 2024 1:16 pm
- Forum: Ideas and Suggestions
- Topic: A way to convert icons back to text
- Replies: 3
- Views: 711
A way to convert icons back to text
When I type [item=iron-plate] into a text box or field in game, it gets converted to the iron plate icon. If what I meant to type was [item=iron-plate,quality=rare], I might realize my error and press backspace... but then the whole icon is gone and I have to type the whole thing again.
I'd like to ...
I'd like to ...
- Tue Dec 10, 2024 12:37 pm
- Forum: Ideas and Suggestions
- Topic: Additional conventional UX for text-box GUI element cursor movement and selection
- Replies: 5
- Views: 823
Additional conventional UX for text-box GUI element cursor movement and selection
Currently the text-box GUI element is lacking a lot of UX that is present in most implementations of that sort of interface. For example, as I am editing this forum post, I can do the following things that I am not sure if/how I can do in a factorio text-box:
double click a word to select it ...
double click a word to select it ...
- Mon Dec 09, 2024 9:10 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][2.0.24] Changing arithmetic combinator signal wire colors by blueprint does not change an open GUI
- Replies: 1
- Views: 1455
[boskid][2.0.24] Changing arithmetic combinator signal wire colors by blueprint does not change an open GUI
1. paste this blueprint (a single combinator wired to itself to make the input wire checkboxes available) twice: 0eNp9UNFugzAM/Bc/TtlUKKDBr1QIBXBba5Agx7SrUP59Djz0bcmL7fPd5bJBP624MDmBZgMavAvQXDYIdHN2SjNnZ4QGLJPcZxQaPgc/9+SseIZogNyIv9BksTWATkgID4m9eXVunXtkXTD ...
- Sun Dec 08, 2024 11:46 pm
- Forum: Modding interface requests
- Topic: Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size
- Replies: 2
- Views: 1016
Re: Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size
I discover that I need this again now, as I'm trying to create blueprints programmatically that need to have entities with normalized positions as if the player had created/manipulated them manually. So... bump?
- Sun Dec 08, 2024 10:46 pm
- Forum: Ideas and Suggestions
- Topic: Factoriopedia and/or debug view for entity heating_energy
- Replies: 2
- Views: 1334
Factoriopedia and/or debug view for entity heating_energy
Currently there's no straightforward way for a player to discover which entities cost more to heat than others on Aquilo.
I'd like to see the heating_energy of an entity in Factoriopedia, probably measured in kW.
I'd also like to see a debug view toggle to render the heat consumption of entities ...
I'd like to see the heating_energy of an entity in Factoriopedia, probably measured in kW.
I'd also like to see a debug view toggle to render the heat consumption of entities ...
- Sun Dec 08, 2024 12:14 am
- Forum: Resolved Problems and Bugs
- Topic: [raiguard] [2.0.24] Mod browser can't navigate back to mod after following dependency
- Replies: 1
- Views: 1068
[raiguard] [2.0.24] Mod browser can't navigate back to mod after following dependency
1. Open the in-game Mods > Explore browser
2. Select a mod with some dependencies. That mod will highlight in yellow on the list, and its details will appear on the right.
3. Click the arrow next to the dependency. The dependency details will appear on the right. The list on the left won't update.
4 ...
2. Select a mod with some dependencies. That mod will highlight in yellow on the list, and its details will appear on the right.
3. Click the arrow next to the dependency. The dependency details will appear on the right. The list on the left won't update.
4 ...
- Fri Dec 06, 2024 1:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
- Replies: 14
- Views: 14334
Re: [V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
You could use it to improve a rocket fuel upcycling loop on Gleba.
My preferred solution to this problem would have been changing the recycling to be planet-specific following the available recipes.
My preferred solution to this problem would have been changing the recycling to be planet-specific following the available recipes.
- Thu Dec 05, 2024 7:02 pm
- Forum: Ideas and Suggestions
- Topic: Virtual signals should come last in the sorting order
- Replies: 0
- Views: 349
Virtual signals should come last in the sorting order
Today I was bitten by unexpected signal ordering when I used an "Anything" output on a combinator. It turns out that signals for items and entities come before the virtual letter/color/shape symboles, but signals for recipes (like asteroid crushing) come after.
Here's a sample signal ordering with a ...
Here's a sample signal ordering with a ...
- Wed Nov 27, 2024 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Configurable turret range
- Replies: 0
- Views: 365
Configurable turret range
I would like to be able to adjust the range of a turret to optimize engagement distance and frequency and order in various scenarios. I only want flamers to fire if the enemies reach my wall. I want gun turrets to not engage asteroids passing by the sides of a narrow space platform. Etc.
- Wed Nov 27, 2024 12:47 am
- Forum: Modding interface requests
- Topic: find_entities_filtered ghost_type tile for tile ghosts
- Replies: 0
- Views: 234
find_entities_filtered ghost_type tile for tile ghosts
I am currently unable to find tile ghost entities using LuaSurface.find_entities_filtered{ghost_type="tile"}, despite the ghost_type property of the tile-ghost entity being "tile". I'd like to be able to do this find.
- Wed Nov 27, 2024 12:46 am
- Forum: Implemented mod requests
- Topic: Last placed concrete tile
- Replies: 2
- Views: 737
Last placed concrete tile
Apparently when the player attempts to place an entity ghost that requires concrete below it on Aquilo, the last type of concrete the player used is used for the new ghost. I'd like access to this value, so that my mod which places ghosts can replicate the vanilla behavior.
Also it doesn't work at ...
Also it doesn't work at ...
- Sat Nov 23, 2024 9:08 pm
- Forum: Duplicates
- Topic: [2.0.19] Blueprint preview of inserter quality condition does not render comparator < >
- Replies: 2
- Views: 496
Re: [2.0.19] Blueprint preview of inserter quality condition does not render comparator < >
Same problem with a splitter filter
- Sat Nov 23, 2024 1:40 am
- Forum: Resolved Problems and Bugs
- Topic: [V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
- Replies: 14
- Views: 14334
[V453000] [2.0.21] Recycling rocket fuel on Aquilo eliminates need for crude oil
If you make rocket fuel on Aquilo with a small productivity bonus, you can recycle it into more solid fuel than was used to make it because the recycler is calculating based on the default recipe that takes 10 solid fuel. This results in being able to make rocket fuel from just ammonia, with no need ...
- Wed Nov 20, 2024 11:08 am
- Forum: Ideas and Suggestions
- Topic: Toggle to collapse logistic groups to show just the header
- Replies: 0
- Views: 259
Toggle to collapse logistic groups to show just the header
I'd like to have a little arrow/toggle button on the left side of a logistic group header to collapse it, showing just the header and not the contents of the group. This would make it a lot easier to deal with long lists and/or large groups that are self-explanatory and/or don't change often ...
- Wed Nov 20, 2024 10:30 am
- Forum: Ideas and Suggestions
- Topic: Super Force Quick Replace
- Replies: 2
- Views: 358
Re: Super Force Quick Replace
This would only apply to placing single items, not blueprints. Or maybe it would use a different key combination.
- Tue Nov 19, 2024 7:08 pm
- Forum: Not a bug
- Topic: [2.0.20] Hovering alert indicator causes many flashing map alerts to disappear with a rolling shutter like effect
- Replies: 3
- Views: 719
Re: [2.0.20] Hovering alert indicator causes many flashing map alerts to disappear with a rolling shutter like effect
The problem in question is not that, it's the rolling shutter effect with alerts disappearing in sequence shown in the video.