Search found 391 matches
- 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.
- 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...
- 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.
- 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.
- 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
Just require it to be marked for deconstruction first, since the deconstruction planner is both free and an indication of intent.BlueTemplar wrote: ↑Wed Jul 31, 2019 11:18 amYes, something like a confirmation dialog (?) seems more reasonable, for tanks only ?
- 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.
- 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.
- 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.
- 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...
- 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...
- 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.
- 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...
- 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 ...
- 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 ...
- 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?
- 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.
- 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....
- 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.
- 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...
- 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.