Shift+Click with an empty blueprint in hand creates a Quick Blueprint bypassing the conformation box. You would still have to manually clear it though.
If you set aside a reserved space in your toolbar for this specific blueprint it would be very easy to access in the future for quick copy ...
Search found 103 matches
- Thu Jun 01, 2017 6:23 am
- Forum: Implemented Suggestions
- Topic: Improve workflow by adding 'Copy' and 'Cut' blueprint tools
- Replies: 10
- Views: 6342
- Wed May 31, 2017 3:05 am
- Forum: Ideas and Suggestions
- Topic: Versioning for blueprints
- Replies: 5
- Views: 4147
Re: Versioning for blueprints
I know what you mean ..though don't really think many changes need to be made.
- Upgrading: I can't think of an easier solution to this than placing the blueprint, making adjustments and then saving it as a new blueprint -- possibly with a new label affixed (v1,v2,v3...etc).
- Last Modified ...
- Upgrading: I can't think of an easier solution to this than placing the blueprint, making adjustments and then saving it as a new blueprint -- possibly with a new label affixed (v1,v2,v3...etc).
- Last Modified ...
- Wed May 31, 2017 2:24 am
- Forum: Implemented Suggestions
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 34040
Re: Red/Green Wire Tools
I agree. Streaming the whole red/green wire colouring by making it definable on selection of normal copper wire. Then when deconstructed it either disappears or goes back into the inventory as copper wire. Circuit wire is just for sending signals, its no different than normal copper wire other than ...
- Tue May 30, 2017 8:48 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 233260
Re: Friday Facts #191 - Gui improvements
And while you are at it with ghosting items two more tiny features:
1) pressing "q" on an item that is not in the inventory should still put it into the hand for ghost placement.
2) when you place the last item of something switch to ghost placement for the next.
I was assuming these would be ...
1) pressing "q" on an item that is not in the inventory should still put it into the hand for ghost placement.
2) when you place the last item of something switch to ghost placement for the next.
I was assuming these would be ...
- Mon May 29, 2017 8:13 pm
- Forum: Ideas and Suggestions
- Topic: (Big) Walking Robot
- Replies: 5
- Views: 2862
Re: (Big) Walking Robot
Not sure if the Factorio "spidertron idea" is still on the table as it was removed from the dev's future objectives list. Either way Enginarius, I like your idea but especially the ability to morph into a bunker (awesome in its own right) and power remote bases which I don't believe was suggested ...
- Mon May 29, 2017 7:16 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 233260
Re: Friday Facts #191 - Gui improvements
And while you are at it with ghosting items two more tiny features:
1) pressing "q" on an item that is not in the inventory should still put it into the hand for ghost placement.
2) when you place the last item of something switch to ghost placement for the next.
I was assuming these would be ...
1) pressing "q" on an item that is not in the inventory should still put it into the hand for ghost placement.
2) when you place the last item of something switch to ghost placement for the next.
I was assuming these would be ...
- Sat May 27, 2017 8:21 pm
- Forum: Ideas and Suggestions
- Topic: Power Armor Control [with image]
- Replies: 6
- Views: 4435
Power Armor Control [with image]
Factorio-Suggestion-PowerArmorControl.png
Scenario Example:
You arrive into your base and want to make some customizations to your factory. You use the hotkey/button on the power armor to power off the manual items in your suit:
- turning off your personal robotport to force construction bots in ...
Scenario Example:
You arrive into your base and want to make some customizations to your factory. You use the hotkey/button on the power armor to power off the manual items in your suit:
- turning off your personal robotport to force construction bots in ...
- Sat May 27, 2017 5:25 pm
- Forum: Ideas and Suggestions
- Topic: [0.15.12] Construction robots should grab first, then go
- Replies: 7
- Views: 3481
Re: [0.15.12] Construction robots should grab first, then go
Same applies on return: robots currently drop items on the player, move away a little to recharge, then move back to land.
Really they should just land immediately, unloading items as they do so, and charging after landing. (This would also solve the "bug" that "mining" robots stops them from ...
Really they should just land immediately, unloading items as they do so, and charging after landing. (This would also solve the "bug" that "mining" robots stops them from ...
- Sat May 27, 2017 2:23 am
- Forum: Ideas and Suggestions
- Topic: [0.15.12] Construction robots should grab first, then go
- Replies: 7
- Views: 3481
Re: [0.15.12] Construction robots should grab first, then go
Agreed, I wish this could be solved.
When speeding down a track in a train or running too fast for personal robots to do this and they end up trailing behind forcing you to stop and let them grab their items so they can continue to whatever task with it. Really annoying.
A robot and the item it ...
When speeding down a track in a train or running too fast for personal robots to do this and they end up trailing behind forcing you to stop and let them grab their items so they can continue to whatever task with it. Really annoying.
A robot and the item it ...
- Sat May 27, 2017 2:16 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 233260
Re: Friday Facts #191 - Gui improvements
Quick suggestion to make toolbar more logical.
Presently I find the groupings compared to what the shortcuts relate to, to be contradictory... at least in my mind.
Shortcuts 1-5, shift+1-5 are meant to be used as primary but the image doesnt suggest this with the big space separating the two. Yet ...
Presently I find the groupings compared to what the shortcuts relate to, to be contradictory... at least in my mind.
Shortcuts 1-5, shift+1-5 are meant to be used as primary but the image doesnt suggest this with the big space separating the two. Yet ...
- Sat May 27, 2017 1:29 am
- Forum: Ideas and Suggestions
- Topic: Deconstruct to Chest Solution
- Replies: 3
- Views: 3367
Deconstruct to Chest Solution
I've seen this requested many times recently by others so thought I'd have a go at conceptually problem solving this.
Scenario: You have a lot of items to deconstruct but not enough room in your inventory for your personal robots to retrieve the items to.
CTRL+Drag with Deconstruct Tool over items ...
Scenario: You have a lot of items to deconstruct but not enough room in your inventory for your personal robots to retrieve the items to.
CTRL+Drag with Deconstruct Tool over items ...
- Tue May 23, 2017 8:04 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 233260
Re: Friday Facts #191 - Gui improvements
a way to set/remember/store the recipe of a machine before it's unlocked.
- in blueprints
- in ghosts
- in active machines
I've often wondered about this too. Personally I think what is placeable should be limited by research to limit confusion... IMO. Ref to Klonans op. https://forums.factorio ...
- Tue May 23, 2017 11:21 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 233260
Re: Friday Facts #191 - Gui improvements
BLUEPRINT LIBRARY UI
As others mentioned, this new interface certainly needs improvement. An option that at least a few others have suggested is make this as the Primary and Only way to interact with blueprints. This makes blueprints a lot more consistent suddenly as they never reside in your ...
As others mentioned, this new interface certainly needs improvement. An option that at least a few others have suggested is make this as the Primary and Only way to interact with blueprints. This makes blueprints a lot more consistent suddenly as they never reside in your ...
- Tue May 23, 2017 11:05 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 233260
Re: Friday Facts #191 - Gui improvements
I've tried to read every comment and respond to as many items as possible with some of my own ideas
First of all, great FFF and yes to all the changes (with tweaks). You mentioned many great points I unconsciously was annoyed by along with the rest.
Most importantly mentioned in this update, I very ...
First of all, great FFF and yes to all the changes (with tweaks). You mentioned many great points I unconsciously was annoyed by along with the rest.
Most importantly mentioned in this update, I very ...
- Mon May 22, 2017 7:21 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 233260
Re: Friday Facts #191 - Gui improvements
....
-perhaps on the map view, you could have something akin to a filter bar for the movement of items? So any robots carrying the item, storage containers with it, or belts/pipes would show up? This would simplify the big-picture view of larger factories' production. having the equivalent amount ...
-perhaps on the map view, you could have something akin to a filter bar for the movement of items? So any robots carrying the item, storage containers with it, or belts/pipes would show up? This would simplify the big-picture view of larger factories' production. having the equivalent amount ...
- Tue Apr 25, 2017 9:33 pm
- Forum: General discussion
- Topic: Don't forget the player model!
- Replies: 1
- Views: 2080
Re: Don't forget the player model!
I'm sure they have plans to do something soon as part of the graphics overhall.
Its true though, I've noticed now playing .15 how really poor the model looks now compared to the high res models when standing next to them (as well as all the other lower res assets). The player model is something ...
Its true though, I've noticed now playing .15 how really poor the model looks now compared to the high res models when standing next to them (as well as all the other lower res assets). The player model is something ...
- Tue Apr 25, 2017 9:38 am
- Forum: Not a bug
- Topic: [0.15.1] Train disappears from Map View
- Replies: 7
- Views: 2733
[0.15.1] Train disappears from Map View
If zoomed out in map with no radar coverage and not close by, basic train representation is visible, if you zoom in, the train disappears from the map view for 0-5x zoom levels.
- Tue Apr 25, 2017 6:58 am
- Forum: Ideas and Suggestions
- Topic: [0.15] Circuit Wire [fast] Drag+Connecting
- Replies: 0
- Views: 650
[0.15] Circuit Wire [fast] Drag+Connecting
Just like the new copy+drag for recipes in assembling machines, I think it would be a natural and obvious progression to allow fast connection of circuit wires by holding and dragging (perhaps via special key + drag?).
Example. You have a number of adjacent inserters/chests, whatever.. - and need ...
Example. You have a number of adjacent inserters/chests, whatever.. - and need ...
- Tue Apr 25, 2017 6:10 am
- Forum: Not a bug
- Topic: [0.15.1] Electric Minor + Productivity Modules
- Replies: 2
- Views: 1295
Re: [0.15.1] Electric Minor + Productivity Modules
Ahhh.! I didnt know this was in the new game, apologies-yes, tested and this is the case! Feel free to delete this thread.
- Tue Apr 25, 2017 5:58 am
- Forum: Not a bug
- Topic: [0.15.1] Electric Minor + Productivity Modules
- Replies: 2
- Views: 1295
[0.15.1] Electric Minor + Productivity Modules
Inserting Productivity modules into electric minors then removing everything makes all future minors automatically act like they have productivity modules in them when placed again though without productivity modules inside.
For example I can place a number of speed or efficiency modules in the ...
For example I can place a number of speed or efficiency modules in the ...