Search found 464 matches
- Fri Jan 29, 2021 10:02 pm
- Forum: Implemented Suggestions
- Topic: Keyboard Shortcut for Train Grid Interface
- Replies: 16
- Views: 9924
Re: [1.1.19] Train GUI shortcut
Sounds good. I could see it being useful as Shift-T, or even unbound by default.
- Mon Jan 25, 2021 9:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.17] Placing blueprint on map while in train can add trainstop to schedule instead
- Replies: 4
- Views: 4282
- Thu Jan 14, 2021 11:22 am
- Forum: Releases
- Topic: Version 1.1.9
- Replies: 20
- Views: 20197
Re: Version 1.1.9
"Minor Features" automatic underground belts and rotation ... you call that 'minor' feature? Thanks guys!
Major features are entire game systems--collections of mechanics. Much like the no-sales policy, integer pricing, and staying on alpha versions for so long...Factorio keeps things real ...
- Wed Jan 13, 2021 5:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.8] Editor controller GUI infinity filter category selection fails
- Replies: 1
- Views: 2439
[Rseding91] [1.1.8] Editor controller GUI infinity filter category selection fails
With multiple mods adding their own categories for items (resulting in an overflow to a second row), the editor controller's infinity filter selection UI will no longer switch category. Instead of switching, multiple categories become selected with the yellow highlight.
Attached save is an example ...
Attached save is an example ...
- Thu Jan 07, 2021 2:27 pm
- Forum: Releases
- Topic: Version 1.1.7
- Replies: 25
- Views: 24874
Re: Version 1.1.7
https://mods.factorio.com/mod/rocket-silo-stats
Yes.Jorn86 wrote: Thu Jan 07, 2021 2:16 pm Does 'mobile' mean spidertron / other vehicle grid roboports? If not, then what does it mean?
- Wed Dec 16, 2020 6:06 am
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 62806
Re: Hotkey to replace existing structures with blueprint
this could be improved with a 'deconstruction blueprint' for saving tiles or entities you want removed in an area stamp.
This would be amazing for creating 2 stage blueprints. one that includes construction 'scaffolding' like roboports and storage chests, then you just stamp the 'clean up ...
- Wed Dec 02, 2020 6:30 pm
- Forum: Not a bug
- Topic: [1.1.3] Unexpected behaviour when draging power poles
- Replies: 4
- Views: 2826
Re: [1.1.3] Unexpected behaviour when draging power poles
I've been experiencing this with Inbuilt Lighting mod. Thank you for pointing out it is modded behavior; I will look into solutions with entity flags and such.
- Sat Nov 28, 2020 7:52 pm
- Forum: Ideas and Suggestions
- Topic: I'd like to be able to see my corpse on the map.
- Replies: 55
- Views: 30825
Re: Deaths
So I am not playing on the cluster servers, and found that if you are not familliar with a factory and than die by train. You can never find you body back.
My fix for this is simple, have the death message clickable and work like the marker; A bit flashy and move you to the map screen to that ...
- Fri Nov 27, 2020 8:20 pm
- Forum: Ideas and Suggestions
- Topic: Paste function should rotate belts
- Replies: 5
- Views: 2505
Re: Paste function should rotate belts
… I don't think so. We have quick-replace between splitters, undergrounds & belts as long as they are in the same direction. But the only reason why you cannot paste a 4x4 balancer onto 4 parallel belts is because some of the belts need to be rotated – which is what this suggestion is about ...
- Fri Nov 27, 2020 7:54 pm
- Forum: Ideas and Suggestions
- Topic: Paste function should rotate belts
- Replies: 5
- Views: 2505
Re: Paste function should rotate belts
That is a different request, more akin to this: viewtopic.php?f=6&t=59554valneq wrote: Fri Nov 27, 2020 6:13 pm If we had this, we could paste a 4x4 balancer on top of 4 belts on the bus, right?
- Fri Nov 27, 2020 12:01 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 185494
Re: Version 1.1.0
Edit: Refocused due to tone-deaf appearance of remaining text in light of neutralized context.
The visual style is good to be consistent, but also worth remembering that if everything is trying to stand out in color, nothing will stand out other than the aggressively vivid colors as a whole. Clear ...
The visual style is good to be consistent, but also worth remembering that if everything is trying to stand out in color, nothing will stand out other than the aggressively vivid colors as a whole. Clear ...
- Thu Nov 26, 2020 4:58 pm
- Forum: Implemented Suggestions
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 62806
Re: Hotkey to replace existing structures with blueprint
This would be very helpful in 1.1. Have normal and shift-place stay the same as in 1.0, and add an extra modifier key for overriding current ghosts with new roations or upgrades.
That's an argument for ctrl-shift rather than shift-right click; it would be a more forceful placement rather than ...
- Wed Nov 25, 2020 3:08 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.0] Please reinstate the +/- feature in the character's logistics window
- Replies: 6
- Views: 2447
Re: [1.1.0] Please reinstate the +/- feature in the character's logistics window
Truth be told I'd rather have a UI more like the Signal/Filter Selection UI, with the ability to set requests on each of the valid items in-game, sorted and grouped appropriately in the panel itself rather than requiring a separate pop-up (though it is less inconvenient than it used to be, with E to ...
- Mon Nov 23, 2020 1:10 pm
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 22
- Views: 7632
Re: Mod Management Improvement
Sort currently enabled mods to the top. This can make it clear exactly what you actually have enabled at any given time. Giving it a sort arrow like we have for Name and Version would look consistent with the rest of the UI.
+1
The idea was to be able to see, at a glance, what all is and is ...
- Mon Nov 02, 2020 11:02 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 107778
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
It looks like the spidertron‘s leg on the very right side is in front of the train even though it‘s standing behind the track.
Or am I just seeing things?
Sprite layer limitations. The legs are rendered in front of the train regardless of position, which works for the bottom two but causes the ...
Or am I just seeing things?
Sprite layer limitations. The legs are rendered in front of the train regardless of position, which works for the bottom two but causes the ...
- Sun Nov 01, 2020 7:32 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 107778
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
detecting and following progress in-game might feel more restrictive.
Can you not just look at the techs researched for the most recent save?
It was not a question of how, but why: Why should it be limited when the whole point is to highlight things to come, maintaining player interest and ...
- Sat Oct 31, 2020 5:10 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 107778
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Would be kinda cute if it progressed through the different stages of the game based on your last save file, with the first version being just some grass and a forest
That's certainly a neat feature of the Half Life and Portal games. It would be fitting for Factorio if there were a campaign ...
- Fri Oct 30, 2020 11:16 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 107778
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Spidertron now supports copy-paste, which not only copies the color, name, and logistic requests, but even the equipment grid contents, which it takes from the player doing the operation if possible. This removes the tedium of setting up additonal Spidertrons.
Any plans to make vehicles ...
Any plans to make vehicles ...
- Sat Oct 10, 2020 11:42 am
- Forum: Outdated/Not implemented
- Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
- Replies: 20
- Views: 8813
Re: Make chain signals the norm, and rail signals for experts
Revision is indeed in order. Admittedly I went too "pure" with the idea intending it to be simple.
In testing the concept I originally used rail signals only for the start of a train stop area. Later I found it worked with entirely chain signals (working with new players and demonstrating the ...
In testing the concept I originally used rail signals only for the start of a train stop area. Later I found it worked with entirely chain signals (working with new players and demonstrating the ...
- Sat Oct 10, 2020 2:06 am
- Forum: News
- Topic: Friday Facts #361 - Train stop limit, Tips and tricks
- Replies: 163
- Views: 116671
Re: Friday Facts #361 - Train stop limit, Tips and tricks
I think that use of the + and - keys to lay landfill and concrete/brick in larger or smaller patches per click and with click drag would be helpful in the tips. I still find myself telling players in multiplayer about this trick on a regular basis.
Coaxing players toward the hotkey menu and ...