Search found 391 matches

by tehfreek
Thu Aug 01, 2019 5:08 am
Forum: Not a bug
Topic: [0.17.60] Green wire detach after cut + paste on Powerpole
Replies: 5
Views: 1867

Re: [0.17.60] Green wire detach after cut + paste on Powerpole

There is a mod that moves circuit connections as well (and has, IMO, superior cut and [single] paste implementations), but I don't think it's been tested with 0.17 yet.
by tehfreek
Thu Aug 01, 2019 4:03 am
Forum: Not a bug
Topic: [0.17.59] Momentum, vehicles, and the god controller
Replies: 1
Views: 552

[0.17.59] Momentum, vehicles, and the god controller

Neither entering nor exiting a vehicle sets a character's momentum to an appropriate value. Normally this isn't noticed since the ground absorbs the momentum as soon as you exit the vehicle. But when there's no ground... strange things happen. Also, the vehicle's motion affects this momentum, even a...
by tehfreek
Thu Aug 01, 2019 12:31 am
Forum: Ideas and Suggestions
Topic: Add concrete to Upgrade Planner
Replies: 34
Views: 7486

Re: Make upgrade planner work on paths (e.g. brick)

Which falls under "precision". But the range itself is not an issue.
by tehfreek
Thu Aug 01, 2019 12:26 am
Forum: Ideas and Suggestions
Topic: Add concrete to Upgrade Planner
Replies: 34
Views: 7486

Re: Make upgrade planner work on paths (e.g. brick)

It's not just about "pretty" either - the tiles "paintbrush" (and your range) have a limited size, while the upgrade planner doesn't. I'm pretty sure you can ghost them in. Not that this removes the need for the upgrade planner though, because of precision and blueprints and such.
by tehfreek
Wed Jul 31, 2019 6:28 pm
Forum: Ideas and Suggestions
Topic: "Safe mining" - protection from loss of items
Replies: 13
Views: 3400

Re: "Safe mining" - protection from loss of items

BlueTemplar wrote:
Wed Jul 31, 2019 11:18 am
Yes, something like a confirmation dialog (?) seems more reasonable, for tanks only ?
Just require it to be marked for deconstruction first, since the deconstruction planner is both free and an indication of intent.
by tehfreek
Wed Jul 31, 2019 7:40 am
Forum: Ideas and Suggestions
Topic: Any reason why I have to first open search field in research?
Replies: 6
Views: 878

Re: Any reason why I have to first open search field in research?

It definitely focuses the text box here whether you click the button or press Ctrl-F.
by tehfreek
Wed Jul 31, 2019 4:37 am
Forum: Ideas and Suggestions
Topic: Any reason why I have to first open search field in research?
Replies: 6
Views: 878

Re: Any reason why I have to first open search field in research?

So that pressing E or T closes the window instead of starting a search.
by tehfreek
Tue Jul 30, 2019 9:37 pm
Forum: Ideas and Suggestions
Topic: Add concrete to Upgrade Planner
Replies: 34
Views: 7486

Re: Make upgrade planner work on paths (e.g. brick)

It would probably have to become a tile-specific upgrade planner (i.e. *only* tiles can be selected if any selection is a tile, but can never be selected if any is not), but that would not be a problem.
by tehfreek
Tue Jul 30, 2019 9:35 pm
Forum: Ideas and Suggestions
Topic: Temporary extension of inventory by chest for personal construction
Replies: 15
Views: 2949

Re: Temporary extension of inventory by chest for personal construction

As I said, they fall on the ground. That could be used as kind of cheating. Go to chest, craft something that tooks really long, goto destination, stop crafting, catch up items on ground. This is currently possible, too. But much more complicated, cause you cannot use items from external source. Th...
by tehfreek
Tue Jul 30, 2019 9:19 pm
Forum: Ideas and Suggestions
Topic: Get rid of barrels and all barrel-related content
Replies: 20
Views: 11240

Re: Get rid of barrels and all barrel-related content

My barrel-based space base would like to have words with you...
by tehfreek
Mon Jul 29, 2019 7:49 am
Forum: 1 / 0 magic
Topic: [Oxyd] [0.17.59] Linux Headless, non-blocking save fails
Replies: 12
Views: 4557

Re: [0.17.59] Linux Headless, Blocking save fails

Was the autosave recoverable? I had a non-blocking save lock up a few days ago but the autosave could be loaded. I didn't report it since I figured it was a one-time, unique thing; I have not had it happen since.
by tehfreek
Sun Jul 28, 2019 10:13 am
Forum: Ideas and Suggestions
Topic: Blueprint alignment pins
Replies: 7
Views: 3364

Re: Blueprint alignment pins

I think rather than setting it when finalizing the blueprint, it should be an item selectable from the blueprint UI that can only be built as a ghost. If a blueprint is made including it then it becomes a magnet point within that blueprint (if not explicitly removed), and it also acts as a magnet po...
by tehfreek
Thu Jul 25, 2019 10:37 pm
Forum: Ideas and Suggestions
Topic: Temporary extension of inventory by chest for personal construction
Replies: 15
Views: 2949

Re: Temporary extension of inventory by chest for personal construction

In Factorio the to be crafted items are moved to some kind of “hidden” inventory, and when be cancelled, the items fall back to the players inventory. What should happen, in the case the items are taken from another inventory? Because the case that the danger that you can fall in a situation where ...
by tehfreek
Thu Jul 25, 2019 6:53 pm
Forum: Ideas and Suggestions
Topic: Temporary extension of inventory by chest for personal construction
Replies: 15
Views: 2949

Re: Temporary extension of inventory by chest for personal construction

In Factorio the to be crafted items are moved to some kind of “hidden” inventory, and when be cancelled, the items fall back to the players inventory. What should happen, in the case the items are taken from another inventory? Because the case that the danger that you can fall in a situation where ...
by tehfreek
Thu Jul 25, 2019 11:25 am
Forum: Ideas and Suggestions
Topic: Corsair iCue Support
Replies: 5
Views: 4425

Re: Corsair iCue Support

In the same vein, is there any way to allow Factorio to interact with a user-supplied RGB engine?
by tehfreek
Thu Jul 25, 2019 12:31 am
Forum: Ideas and Suggestions
Topic: Temporary extension of inventory by chest for personal construction
Replies: 15
Views: 2949

Re: Temporary extension of inventory by chest for personal construction

Maybe have a gear icon after the limit icon in the container to have it open the crafting pane above and allow you to craft including the contents.
by tehfreek
Wed Jul 24, 2019 8:28 pm
Forum: Not a bug
Topic: [0.17.58] Train blueprints with reserved slots are not buildable by hand
Replies: 3
Views: 1251

Re: [0.17.58] Train blueprints with reserved slots are not buildable by hand

When i build the train at a station, it automatically snaps to the the station, so it should be perfectly aligned with the blueprint? I noticed that when I pasted a train blueprint at a station that the locomotive will snap to the station but the wagons didn't snap to the locomotive, which I found....
by tehfreek
Mon Jul 22, 2019 10:11 pm
Forum: Won't fix.
Topic: [0.17.58] Updating from 0.17.53 crashes
Replies: 1
Views: 1473

Re: [0.17.58] Updating from 0.17.53 crashes

Yep. Updating in .53 was broken. Update manually.
by tehfreek
Mon Jul 22, 2019 8:11 pm
Forum: Ideas and Suggestions
Topic: Default Train waiting condition for the new temporary Station
Replies: 26
Views: 6750

Re: Default Train waiting condition for the new temporary Station

I would like to see a Lua event added that is called whenever a temporary stop is added. The current set of conditions (defaulting to empty), the train, and the player/character caller are passed to the event handler, which in turn returns a desired set of conditions for the stop. If the set is empt...
by tehfreek
Mon Jul 22, 2019 2:27 pm
Forum: Not a bug
Topic: [0.17.58] Exoskeleton is not working in power armor mk2
Replies: 5
Views: 1822

Re: [0.17.58] Exoskeleton is not working in power armor mk2

Push the little ellipsis button on the top right of the right quickbar (the "shortcut bar"). You will then be able to see the other shortcuts and add/remove/reorder them. Verify the exo shortcut in both cases.

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