Search found 7058 matches
- Sun Feb 25, 2024 10:13 am
- Forum: Ideas and Suggestions
- Topic: Hotbar Quickcrafting
- Replies: 42
- Views: 12358
Re: Hotbar Quickcrafting
[Koub] Merged into an older thread with the same suggestion
- Wed Feb 21, 2024 12:10 pm
- Forum: General discussion
- Topic: Factorio price in Poland
- Replies: 22
- Views: 1826
Re: Factorio price in Poland
[Koub] This is very much off topic, and has been for most of the thread's lifetime, topic locked.
- Mon Feb 19, 2024 9:43 am
- Forum: Outdated/Not implemented
- Topic: Cliffs as natural rail elevators
- Replies: 10
- Views: 684
Re: Cliffs as natural rail elevators
How would a quick succession of two (or more) cliffs be handled in this context, knowing there are only two rail levels ?
- Sun Feb 18, 2024 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 7676
Re: Container free space signal
[Koub] Merged into older thread with a similar suggestion.
- Sat Feb 17, 2024 9:23 am
- Forum: News
- Topic: Friday Facts #398 - Fulgora
- Replies: 114
- Views: 24501
Re: Friday Facts #398 - Fulgora
[...] [...] [Koub] Okay this is enough. If you want to have a personal argument, do it in PM. If I have to actively moderate anything past this point, I will remove the whole history of your disagreement. [...] it'd cause the Mods to get mad at us ( :lol: ), but I did want to point out a couple thi...
- Fri Feb 16, 2024 6:41 am
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 1861
Re: Custom Inventory Width
I'm curious, though, why do you need it in vanilla? As only mods can grow the inventory size to a point where (to me) this could be needed, I fail to understand its need in vanilla. A setting in vanilla would allow to have the custom inventory width no matter the server one is joining. Keeping this...
- Thu Feb 15, 2024 3:31 pm
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 1861
Re: Player Inventory Width Setting/Value
[Koub] Merged into older thread with same or similar suggestion.
- Tue Feb 13, 2024 2:25 pm
- Forum: Gameplay Help
- Topic: vanished items
- Replies: 4
- Views: 347
Re: vanished items
You can either ( howto here : https://wiki.factorio.com/Console#Research_specific_technologies): 1) unresearch the technologies that unlock the chests you've lost 2) re-research those technologies Or maybe just use this command : https://wiki.factorio.com/Console#Resetting_technology_effects_to_defa...
- Tue Feb 13, 2024 8:27 am
- Forum: Gameplay Help
- Topic: vanished items
- Replies: 4
- Views: 347
Re: vanished items
You probably had a mod that replaced the default chests, and removed it at some point, am I right ?
- Mon Feb 12, 2024 9:23 am
- Forum: Ideas and Suggestions
- Topic: add new signal RGB (Friday Facts #388)
- Replies: 24
- Views: 1206
Re: add new signal RGB (Friday Facts #388)
HSL with H/L as x/y axis gives all the saturated colors, makes for a quick color picker that is easy to understand. https://cdn.tutsplus.com/cdn-cgi/image/width=360/active/uploads/legacy/tuts/008_colorPicker/Tutorial/8.jpg And a saturation slider added next to it for completeness. I like that. It's...
- Sun Feb 11, 2024 7:44 am
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 118
- Views: 17129
Re: Friday Facts #397 - Factoriopedia
This is a good opportunity to finally stop showing the player the rotational speed of an inserter (or of anything else similar) instead of items per second like in the belt. The thing is that Factorio players are expert nitpickers, and depending on a whole array of factors change the "items pe...
- Sat Feb 10, 2024 6:49 am
- Forum: News
- Topic: Friday Facts #397 - Factoriopedia
- Replies: 118
- Views: 17129
Re: Friday Facts #397 - Factoriopedia
I couldn't help but notice some information that we have now is missing such as the "Crafted In" information. Is this going to not be in the Factoriopedia and only the tooltip? Because if that's the case I feel like that would be good to have as part of the entry page. An example of items...
- Fri Feb 09, 2024 9:18 pm
- Forum: General discussion
- Topic: Expansion hype thread - Any updates on when/if there will be an expansion?
- Replies: 129
- Views: 29015
Re: Expansion hype thread - Any updates on when/if there will be an expansion?
[Koub] Merged into the expansion hype thread.
- Mon Feb 05, 2024 9:41 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 40833
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
[Koub] Merged into older thread with the same suggestion.
- Mon Feb 05, 2024 12:35 pm
- Forum: Implemented for 2.0
- Topic: Allow loaders to extract items from burnt slots
- Replies: 5
- Views: 709
Re: Allow loaders to extract items from burnt slots
[Koub] I guess this is modding specific, so I'll move the suggestion to modding interface requests.
- Wed Jan 31, 2024 10:00 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17305
Re: Friday Facts #395 - Generic interrupts and Train stop priority
You're here .
More seriously, I'm sure it'll all make sense to you once you'll get your hands on the actual feature yourself.
- Tue Jan 30, 2024 1:09 pm
- Forum: Implemented in 2.0
- Topic: make assembly machines wireable
- Replies: 17
- Views: 8849
Re: make assembly machines wireable
Indeed
[Koub] Moved to Implemented in 2.0
[Koub] Moved to Implemented in 2.0
- Tue Jan 30, 2024 6:45 am
- Forum: Ideas and Suggestions
- Topic: Create logistic group from blueprint
- Replies: 8
- Views: 911
Re: Create logistic group from blueprint
[Koub] Merged into existing thread with the same suggestion.
- Mon Jan 29, 2024 9:15 am
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 9
- Views: 677
Re: Automatically / optionally update mods and exit
So what you want is a utility that updates mods without hogging your screen? That's not what I understand. What I understand is : Give us the choice to update mods upon quitting the game, so that it's possible to update mods without having to start the game twice. Something like "update mods a...
- Mon Jan 29, 2024 6:21 am
- Forum: Gameplay Help
- Topic: blueprint copy paste history
- Replies: 3
- Views: 327
Re: blueprint copy paste history
[Koub] Moving this to gameplay help