I have wanted this behavior in the past.
I also want "Q" when hovering the hotbar to put the item on the cursor.
Search found 1362 matches
- Wed Nov 30, 2022 3:02 pm
- Forum: Ideas and Suggestions
- Topic: Fast entity transfer/split also works for items linked on toolbar
- Replies: 7
- Views: 1994
- Wed Nov 30, 2022 3:01 pm
- Forum: Gameplay Help
- Topic: Occasionally not detecting full fluid wagon
- Replies: 10
- Views: 2038
Re: Occasionally not detecting full fluid wagon
If there's any fluid at all in the storage tank, which the alt mode icon suggests there is, then the pump should be able to put the last unit(s) of fluid into the fluid wagon. If you have a save showing this situation, I recommend posting it as a bug report.
- Tue Oct 18, 2022 4:19 am
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 187323
Re: 3 and 4 way intersections
4lane BufferedSuperCompact
For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.
For a right turn, the inside lane can only exit to the outside lane and vice versa.
For going straight or a left turn, the inside lane can only exit to the inside lane, and the outside lane to the outside lane.
- Fri Oct 14, 2022 4:57 pm
- Forum: Railway Setups
- Topic: 3 and 4 way intersections
- Replies: 302
- Views: 187323
Re: 3 and 4 way intersections
it doesn't fit the forum as all intersections on here allow every lane to go in every direction. I, too, was shocked to discover that this is not true. It comes up occasionally on Discord. Apparently a lot of folks have been contributing intersections without that trait for a while now, and the yea...
- Wed Sep 07, 2022 4:19 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1427
Re: Allow settings that present multiple input fields based on prototypes and other data
The part that would be truly confusing to users is caused by allowing those settings to be used in earlier data stages after a restart. What if data.lua makes steel chest with 48 slots and settings-dynamic adds a setting claiming steel chest has 100 slots? It's hard to know how to respond when you'...
- Tue Sep 06, 2022 8:37 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1427
Re: Allow settings that present multiple input fields based on prototypes and other data
It sounds like you simply want one int setting for every (not blacklisted) container. You can simply do that with a loop. No, you can't. You don't have access to data (where the container list exists) during the settings stage, and you can't create settings during the data stage. Making it possible...
- Tue Sep 06, 2022 7:47 pm
- Forum: Modding interface requests
- Topic: Allow settings that present multiple input fields based on prototypes and other data
- Replies: 6
- Views: 1427
Allow settings that present multiple input fields based on prototypes and other data
About once a week I see someone on the Discord in #mod-making asking how to make a dynamic group of settings based on some game data, such as one setting for each turret or tile. Sadly we have to shoot them down every time, and a few folks end up implementing something like a string setting with a d...
- Mon Sep 05, 2022 2:59 pm
- Forum: Won't fix.
- Topic: [1.1.68] Unknown item sprite displays poorly in alt mode
- Replies: 1
- Views: 1109
[1.1.68] Unknown item sprite displays poorly in alt mode
The sprite for unknown-item is a black question mark. This looks fine in the GUI where it will be backed by a crisp grey square. It looks terrible in Alt mode where it will appear on top of an entity with a black gradient surrounding it. A white outline is one potential way to resolve this.
- Mon Sep 05, 2022 1:12 pm
- Forum: Ideas and Suggestions
- Topic: Draw rail blocks and power/circuit wires on top of debug tile grid
- Replies: 4
- Views: 1043
Draw rail blocks and power/circuit wires on top of debug tile grid
I often enable the debug tile grid when developing blueprints. A minor annoyance which occasionally leads to mistakes is that both the colored lines for rail blocks and the red/gold/green lines for power and circuit wires can be completely hidden by the grid when they line up, which is often the cas...
- Sun Sep 04, 2022 4:28 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.63] Duplicate loader item in data
- Replies: 1
- Views: 857
- Wed Aug 31, 2022 4:12 pm
- Forum: Fixed for 2.0
- Topic: [1.1.68] Current signal not preserved in some signal selection dialogs
- Replies: 1
- Views: 1247
[1.1.68] Current signal not preserved in some signal selection dialogs
When selecting a signal, such as for a filter or combinator, the currently/previously/already selected signal should be highlighted, and pressing E or clicking Set should preserve that selection. This is the case in approximately half of places, and I refer to it below as "works". In the o...
- Mon Aug 29, 2022 7:13 pm
- Forum: Modding interface requests
- Topic: Mod flag to trigger mod sync dialog on load of save without the mod
- Replies: 0
- Views: 540
Mod flag to trigger mod sync dialog on load of save without the mod
If I try to load a save that used a mod that I don't have loaded, I'll get prompted to sync mods. That sync dialog will also include disabling mods I have loaded that weren't loaded when the save was created. However, if I have some new mods loaded and load a save without them, that goes through sil...
- Wed Aug 24, 2022 3:17 pm
- Forum: Modding interface requests
- Topic: function to set dawn/dusk/morning/evening all at once
- Replies: 5
- Views: 1620
Re: function to set dawn/dusk/morning/evening all at once
As I consider rewriting my mod that changes day/night length over time, I'd really appreciate having this functionality instead of having to work around edge cases.
- Tue Aug 09, 2022 2:30 pm
- Forum: Not a bug
- Topic: [1.1.65] Changing rocket silo position doesn't move launching rocket sprite
- Replies: 2
- Views: 1006
[1.1.65] Changing rocket silo position doesn't move launching rocket sprite
If you move a rocket silo (with console commands or mods) while the rocket launch animation is playing, the rocket doesn't move with the silo. Also, for some moves (e.g. moving the silo to the right) the overlap/mask of the sprites glitches and part of the rocket is obscured by part of the silo. Scr...
- Sun Aug 07, 2022 4:02 pm
- Forum: Modding interface requests
- Topic: Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size
- Replies: 0
- Views: 566
Methods to normalize blueprint entity positions and/or enable snapping at the blueprint size
In the GUI I can check "Snap to grid" on a blueprint and the width/height will be calculated automatically while the positions of the entities within the blueprint are shifted to put a corner of the blueprint at the origin. I'd like a way to trigger one or both of these behaviors (or at le...
- Sat Aug 06, 2022 3:54 am
- Forum: Ideas and Suggestions
- Topic: Randomize biter spawn location
- Replies: 5
- Views: 1401
Re: Randomize biter spawn location
The exploit is that you can stand northwest of a spawner while shooting it, and be guaranteed to be shooting the biter that spawns and comes at you every time. Or southeast and be sure the biter will have to run around the spawner, giving you more of a head start. And you always know which spawners ...
- Thu Aug 04, 2022 3:50 pm
- Forum: Ideas and Suggestions
- Topic: Randomize biter spawn location
- Replies: 5
- Views: 1401
Randomize biter spawn location
Biters always spawn at the northwest corner of the spawner. This feels too predictable and exploitable. It would be nice if they would spawn randomly around the edge of the spawner.
- Sun Jul 31, 2022 11:44 pm
- Forum: Ideas and Requests For Mods
- Topic: Burner inserter leech fuel from drop target?
- Replies: 0
- Views: 628
Burner inserter leech fuel from drop target?
I want burner inserters to take fuel from the assembler/chest/inserter/etc in front of them instead of just the one behind them. I think this feature existed in one of the burner leech mods a few years ago, but I can't find this functionality or an option to enable it in https://mods.factorio.com/mo...
- Sun Jul 31, 2022 2:49 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
- Replies: 6
- Views: 2461
Re: [1.1.34] Mod sorting order by #Downloads count is wrong when using filter
Another vote for not not a bug. Search+Sort is mostly useless for my use cases.
Especially weird that sorting by name doesn't work.
Suggestion: When searching, set the sort criterion to null and do the current behavior, but go back to sorting if the user clicks a column header.
Especially weird that sorting by name doesn't work.
Suggestion: When searching, set the sort criterion to null and do the current behavior, but go back to sorting if the user clicks a column header.
- Sun Jul 31, 2022 12:45 am
- Forum: Minor issues
- Topic: [0.16.22] Inserters not picking up items from source
- Replies: 10
- Views: 8811
Re: [0.16.22] Inserters not picking up items from source
This doesn't just apply to curved rails. It seems to apply any time an inserter could have two targets. I wouldn't mind if it was consistently prioritized, but it being dependent on build order doesn't seem reasonable. 0eNqlk9FugzAMRf/Fz8lUKLQdvzJNKAWPRQsJSpxuVcW/z4GpqzbaaprEQ4jte+yb5AR7E3Hw2hJUJ9CN...