Search found 883 matches
- Sun Dec 13, 2020 11:54 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514790
Re: Simple Questions and Short Answers
Holy manoly. That is just great. Thanks for the hint!
- Sun Dec 13, 2020 11:51 am
- Forum: Technical Help
- Topic: [1.1.6] CTD because of "graphics card removed physically"
- Replies: 4
- Views: 1397
[1.1.6] CTD because of "graphics card removed physically"
Factorio crashed hard with the error message, that the graphics card was removed physically from the system. Now, I swear I did not remove the graphics card. ;-) And all other applications kept running just fine, as was win10. I did not change anything on my PC or OS in the last 2 months. I didn't e...
- Sun Dec 13, 2020 9:52 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514790
Re: Simple Questions and Short Answers
It's also a feature in 1.1.5 where you can mark it on the map. Can you explain, what you mean by that? Sorry for my brief cryptic comment... In the same way you can turn pollution on an off (using the icons under the mini-map) you can also enable "Show assembler recipe" (or similar) in th...
- Sat Dec 12, 2020 10:13 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514790
Re: Simple Questions and Short Answers
Can you explain, what you mean by that?wobbycarly wrote: ↑Sat Dec 12, 2020 8:58 amIt's also a feature in 1.1.5 where you can mark it on the map.
- Wed Dec 09, 2020 6:41 pm
- Forum: Ideas and Suggestions
- Topic: filter combinator
- Replies: 16
- Views: 4828
Re: filter combinator
Part of your multi-suggestion is this, if I understood correctly:
viewtopic.php?t=56890
Edit: Oh, ssilk already made an exhausting list of already made suggestions. Also noticing, that ssilk made a similar suggestion like mine in2016 2017 already.
viewtopic.php?t=56890
Edit: Oh, ssilk already made an exhausting list of already made suggestions. Also noticing, that ssilk made a similar suggestion like mine in
- Tue Dec 08, 2020 7:30 pm
- Forum: Railway Setups
- Topic: load a train with missing items(without circuit net between stations)
- Replies: 19
- Views: 6766
Re: load a train with missing items(without circuit net between stations)
To find a solution.
- Mon Dec 07, 2020 12:45 pm
- Forum: Ideas and Suggestions
- Topic: train schedule condition: outer AND support
- Replies: 26
- Views: 5507
- Sun Dec 06, 2020 10:32 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 39778
Re: Force (Shift) Blueprint placement improvements
+1 for a way for a more forceful BP placement maybe CTRL+click? My usecase is to change production plants with advancing technology. Imagine a mall. You could just iteratively "force" a new BP on the same location and entities would get updated, upgraded, wire connections set, etc. . for t...
- Sun Dec 06, 2020 5:18 pm
- Forum: Railway Setups
- Topic: load a train with missing items(without circuit net between stations)
- Replies: 19
- Views: 6766
Re: load a train with missing items(without circuit net between stations)
On a meta level, the problem, you are trying to solve, is, that you have two points A and B, information in point B and want to transmit that info without wire or mods. Eg train stations A and B and the information in B is "I need 1000 iron plates". An immediate idea would be to define a c...
- Sun Dec 06, 2020 9:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.3] Gui does not add scroll bar when there are too many upgrade planners.
- Replies: 5
- Views: 2502
Re: [1.1.3] Gui does not add scroll bar when there are too many upgrade planners.
Confirmed in 1.1.5 . I have a side question: Where do all these UGPs come from? I also have this long list of UGPs when clicking on "upgrade BPB". I never made them though and searching my Library, I can not find any other than the 5 I made myself. So, are all these built into vanilla? I r...
- Fri Dec 04, 2020 5:34 pm
- Forum: Combinator Creations
- Topic: Texture Mapped 3D rendering in Factorio
- Replies: 2
- Views: 1588
Re: Texture Mapped 3D rendering in Factorio
You are a wizard my friend.
- Sat Nov 28, 2020 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Map tag dialog: Enable old features additionally to new ones
- Replies: 10
- Views: 3565
Map tag dialog: Enable old features additionally to new ones
TL;DR I am suggesting to enable the old features of the map tag dialog, which were opening by RMB on the location on the map directly and creation without icon or text, additionally to the new ones. What ? - Enable opening and location setting by RMB on the map. - Enable the creation of a tag witho...
- Sat Nov 28, 2020 6:17 am
- Forum: Outdated/Not implemented
- Topic: Requesting special key combination instead of confirm button for map tag dialog
- Replies: 3
- Views: 1179
- Sat Nov 28, 2020 6:01 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514790
Re: Simple Questions and Short Answers
Oh that is cool. Thx
- Sat Nov 28, 2020 5:17 am
- Forum: Outdated/Not implemented
- Topic: Requesting special key combination instead of confirm button for map tag dialog
- Replies: 3
- Views: 1179
Requesting special key combination instead of confirm button for map tag dialog
TL;DR I want the confirm button of the map tag dialog removed and the key combination LCTRL+LSHIFT+LALT+F9+KeypadENTER introduced instead. Why ? The process of placing a tag was too fast and too simple up until now. And you fixed that. Instead of simply clicking RMB on the map and creating a dot wi...
- Sat Nov 28, 2020 1:08 am
- Forum: Ideas and Suggestions
- Topic: Spidertron repath if stuck
- Replies: 7
- Views: 2720
Re: Spidertron repath if stuck
+1 Repeatedly I wonder 'Where is that 'tron I called back to main base earlier?' Just to find it stuck somewhere on water. Of course, once I know, that the path to a certain destination has water in the way, I set move orders accordingly. But there are unlimited possibilities for a "first time&...
- Sat Nov 28, 2020 12:55 am
- Forum: Ideas and Suggestions
- Topic: QOL: easy spidertron remote-selection
- Replies: 8
- Views: 2137
Re: QOL: easy spidertron remote-selection
Pipette key or any other control, I think this is would be a great addition to vanilla. One might counter argue, that one remote is enough to control them all ( ;) ). But there are cases where dedicated remotes are pretty handy. Have you ever tried to click a fast moving 'tron with a remote? It is a...
- Sat Nov 28, 2020 12:40 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 514790
Re: Simple Questions and Short Answers
Is there currently a way to fast find a spidertron that is connected to a remote? I have the problem that I am playing on a huge map and sometimes I simply forget where the spidertrons are. Then I have to search. Oh, well, if I have a connected remote, I can issue a move command and see where the li...
- Sat Nov 28, 2020 12:17 am
- Forum: Ideas and Suggestions
- Topic: Remote Spidertron Inventory Control
- Replies: 5
- Views: 2554
Re: Remote Spidertron Inventory Control
I just wanted to write a request that is similar to this one. But in my case, I just want remote access to spideys logistics requests tab. Trunk and equipment grid should be inaccessible like the fuel tab in trains, when remotely accessing them. My reasoning is, that the requests tab is just informa...
- Fri Nov 27, 2020 11:48 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.1] Spidertron: Logistic delivery and pickup problems
- Replies: 5
- Views: 3097
Re: [1.1.1] Spidertron: Logistic delivery and pickup problems
Ok, tested it with a freshly started game in 1.1.1 . It still is buggy. But I noticed another detail and was also able to reproduce the case where the belt equipment can not be picked up from the trash after building things. 1. The detail I noticed is, that in the case of manually inserting the rock...