The image should explain it. I drew red rectangles where if i click, it opens techtree. So even between the tech name and the progress bar there is empty area where click doesn't do anything. Of course pressing T will also open it.
Optionally to investigate, it doesn't include any visual indicating ...
Search found 527 matches
- Thu Mar 07, 2019 11:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.8] Techtree clickable area is incomplete
- Replies: 2
- Views: 2361
- Thu Mar 07, 2019 6:51 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 260247
Re: [0.17.x] Bob's Mods: General Discussion
Naming is not matching in inserter recipes somehow. I'm not using bob-inserters though, but maybe i should. In early game i wasn't able to craft long inserters but i found there's Shift-L key for that for regular inserters. In some occasions the red inserter is called fast inserter:
filter_inserter ...
filter_inserter ...
- Wed Mar 06, 2019 12:52 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 260247
Re: [0.17.x] Bob's Mods: General Discussion
there is a filter in deconstruction planer: items on the ground. since i haven´t done that in a long time, im not sure if it was (0.16.54) vanilla or from some mod
Picking up items from ground with robots was in vanilla since 0.14.x or something when artifacts were part of the original game, the ...
Picking up items from ground with robots was in vanilla since 0.14.x or something when artifacts were part of the original game, the ...
- Tue Mar 05, 2019 10:45 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 260247
Re: [0.17.x] Bob's Mods: General Discussion
Vehicle Plasma Cannon aiming is totally out of control and random. It's sometimes spraying shots off where it hits nothing, and that's an impressive feat considering how large area it hits
I wonder if the 0.17's new predictive aiming can be turned off for the turret?

- Sun Mar 03, 2019 4:23 pm
- Forum: Ideas and Suggestions
- Topic: Show hand in all same slots
- Replies: 0
- Views: 841
Show hand in all same slots
This is how current game has it, depending on which place i pick belt stack from (inventory or quickbar):
theHand.jpg
I would suggest that no matter which item slot i grab from, the hand would show up on all of them. (In this case the 3 transport belt slots) This is especially terrible currently ...
theHand.jpg
I would suggest that no matter which item slot i grab from, the hand would show up on all of them. (In this case the 3 transport belt slots) This is especially terrible currently ...
- Sun Mar 03, 2019 4:11 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Belt immunity for vehicles
- Replies: 2
- Views: 1482
Re: [0.17.4] Belt immunity for vehicles
Yes, if they add vehicle modules and shields, this could be a module alongside them. If not a global immunity. Global one would prevent cars being used on belts though, which is a gameplay strategy for some, so i recommend vehicle modules.
- Sun Mar 03, 2019 3:24 pm
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 469
- Views: 268881
Re: ModMyFactory - mod manager and more
1 question, will this update and copy mod-settings.dat file even after Factorio changes it? Make sure that in Factorio Other settings "Use different mod settings per save" is not selected.
(It allows you to change settings in the new game menu and apply it to ongoing games.) In my opinion the ...
(It allows you to change settings in the new game menu and apply it to ongoing games.) In my opinion the ...
- Sat Mar 02, 2019 6:37 pm
- Forum: Mods
- Topic: [MOD 0.17] Ore and plate compress
- Replies: 39
- Views: 19182
Re: [MOD 0.15] Ore and plate compress
I'll see about updating the mods, but please in the future don't make new mod duplicates before asking first. It lets us know there is still interest for these. Or if you want to take over the development. I lost interest cause there's a better mod to do this compression.
edit: Done. There were ...
edit: Done. There were ...
- Sat Mar 02, 2019 5:40 pm
- Forum: Not a bug
- Topic: 0.14.23 comparing combinator cannot be outpowered
- Replies: 3
- Views: 1821
Re: 0.14.23 comparing combinator cannot be outpowered
https://wiki.factorio.com/Constant_combinator
From the wiki:
If the output of a combinator is desired to be switched on/off remotely or automatically, it is recommended to channel its output through a decider combinator. This combinator does not require electricity to function like the other two ...
From the wiki:
If the output of a combinator is desired to be switched on/off remotely or automatically, it is recommended to channel its output through a decider combinator. This combinator does not require electricity to function like the other two ...
- Sat Mar 02, 2019 4:03 am
- Forum: Duplicates
- Topic: [0.17.4] Combinators keep outputting when unpowered
- Replies: 3
- Views: 1650
Re: [0.17.4] Combinators keep outputting when unpowered
Really? All i wanted to do was toggle a rail signal green while being far away. I can't open UI for constant combinator so power switch was my only hope. But if the power switch toggle can't be carried over to the rail signal, i can't negate the other signal that makes train stop before station. I ...
- Sat Mar 02, 2019 3:59 am
- Forum: Ideas and Suggestions
- Topic: [0.17.4] Spitter puddles shouldn't stack
- Replies: 1
- Views: 952
Re: [0.17.4] Spitter puddles shouldn't stack
I guess they could stack a little bit to not make them too weak. Simulating that there can be thin and deeper pools of poison that hurt more. There can be a max amount of poison ticks that player can trigger per 1/60 sec game tick. Or make the damage halves every damage taken.
Example of a single ...
Example of a single ...
- Sat Mar 02, 2019 3:32 am
- Forum: Duplicates
- Topic: [0.17.4] Combinators keep outputting when unpowered
- Replies: 3
- Views: 1650
[0.17.4] Combinators keep outputting when unpowered
Decider and arithmetic combinators shouldn't output anything when they don't have power, but currently they do. Only if you let them have power for a moment while they have an input signal. Then remove power pole and the output remains on.
Reproduction:
First make sure you build in non-powered area ...
Reproduction:
First make sure you build in non-powered area ...
- Fri Mar 01, 2019 8:18 pm
- Forum: Campaign / Scenario suggestions
- Topic: [planned] Get rid of the pausing modal windows
- Replies: 3
- Views: 2400
[planned] Get rid of the pausing modal windows
- Paused hints are not feeling helpful, in fact my triggerhappiness would not appreciate any pauses. You are iching to do as the hint says but you have to press Tab and then forget what it says. Too many hints in a same pause sequence to remember. No scrolling log provided to keep track of what's ...
- Thu Feb 28, 2019 9:46 pm
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 16863
Re: Cardinal/InterCardinal driving accuracy mode on 0.17 shortcut bar.
VehicleSnap, and it has increments of 22.5 degrees. 45 degrees would not allow as fine of control and would be less useful.
Just a note, the 22.5 degrees is only the default setting. The way i use the mod is actually with 45 degree setting (you can change that per player in mod settings, even ...
- Wed Feb 27, 2019 11:19 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 48890
Re: Did no one else notice massive nerf of tank in 0.17?
Atomic bomb is faster than you think though. If it was really launched to a close distance, all you can do is open inventory and it has propably already landed.
- Wed Feb 27, 2019 7:02 pm
- Forum: Technical Help
- Topic: [0.17] How to show mod thumbnail ingame? [Solved]
- Replies: 4
- Views: 1372
Re: [0.17] How to show mod thumbnail ingame?
Yes, it works now.
- Tue Feb 26, 2019 6:08 pm
- Forum: Technical Help
- Topic: [0.17] How to show mod thumbnail ingame? [Solved]
- Replies: 4
- Views: 1372
[0.17] How to show mod thumbnail ingame? [Solved]
It appears in the mod portal fine, but not ingame. The "Base mod" shows the gear correctly but other 2 of my mods, both with thumbnail.png 144x144 px 32-bit tell "Missing thumbnail".
- Tue Feb 26, 2019 2:26 pm
- Forum: General discussion
- Topic: Did no one else notice massive nerf of tank in 0.17?
- Replies: 102
- Views: 48890
Re: Did no one else notice massive nerf of tank in 0.17?
Maybe the biggest issue for tank in late game is its survivability. This big bulk of metal breaks easier than just player wearing power armor. It all comes down to lack of shields, i really think the vehicle grid would help a lot . I don't want more tank armor, i need hp that doesn't need bots to ...
- Thu Feb 21, 2019 3:59 pm
- Forum: News
- Topic: Friday Facts #282 - 0.17 in sight
- Replies: 186
- Views: 107059
Re: Friday Facts #282 - 0.17 in sight
What is going to happen to existing 0.16 maps during the upgrade? Will these keep using the old noise function after upgrade, and generate new chunks which match the old ones, or will there be sudden transitions like we've seen in the past?
There will be sudden transitions like in the past ...
- Sat Feb 02, 2019 1:13 pm
- Forum: Implemented Suggestions
- Topic: Temporarily disable logistics slot/personal roboports
- Replies: 16
- Views: 11812
Re: Temporarily disable logistics slot/personal roboports
I'm not sure what all details about personal roboport toggle of 0.17 are out yet, but i assume it means that a disabled roboport will still remain powered and accepting incoming bots. But it wouldn't let anything out.