Perhaps I misunderstand, but doesn’t this already work? It’s true that you can't open specifically the “Set ghost cursor” window without using remote view, but you don’t need it.
Press E / open inventory.
Hover heat pipes in the crafting section.
Press Q / pipette.
You will get heat pipes ...
Search found 100 matches
- Fri May 09, 2025 3:07 am
- Forum: Ideas and Suggestions
- Topic: Fix Inconsistent Ghost Cursor Behavior
- Replies: 4
- Views: 1076
- Mon May 05, 2025 5:25 pm
- Forum: Gameplay Help
- Topic: When you research Epic or Legendary quality, how do you prevent your existing upcyclers from suddenly clogging?
- Replies: 4
- Views: 1144
Re: When you research Epic or Legendary quality, how do you prevent your existing upcyclers from suddenly clogging?
Here is (approximately) how I set up my first quality quality module factory. By splitting each output quality into its own belt, the remaining belt branch becomes the place where all higher qualities go, and the place to build the next row — this tiles all the way up to legendary Q3 and you only ...
- Sat Apr 12, 2025 8:36 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2059
- Views: 951047
Re: Simple Questions and Short Answers
Well, this is the "short answers" thread, and troubleshooting tends to be long. How about you create a new thread, and post pictures of what you've got there. Show the silo that you're trying to launch from, and what you put in the dialog.
- Sat Apr 12, 2025 6:13 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2059
- Views: 951047
Re: Simple Questions and Short Answers
In order to create a platform in orbit above a specific planet, you must have a rocket silo on that planet, and a space platform starter pack available to be launched by that silo. You can then order the creation one of two different ways:
In the remote view, on the left side where planets and ...
In the remote view, on the left side where planets and ...
- Fri Apr 11, 2025 2:31 am
- Forum: Gameplay Help
- Topic: [2.0.43] Unable to satisfy "47 Entities are missing ..."
- Replies: 3
- Views: 675
Re: [2.0.43] Unable to satisfy "47 Entities are missing ..."
You created a pin from an alert. The pin sticks around independently of the alert, and its text is just copied from the alert when you create it.
Click the trash button on the pin list on the right sidebar to remove it.
Click the trash button on the pin list on the right sidebar to remove it.
- Mon Apr 07, 2025 2:01 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 2059
- Views: 951047
Re: Simple Questions and Short Answers
Yes, heating towers always consume fuel at a constant rate regardless of their temperature.
However, you can fix that very easily: run a wire between the tower and the inserter that feeds it, set the tower to read temperature, and set the inserter to be enabled when the temperature is lower than ...
However, you can fix that very easily: run a wire between the tower and the inserter that feeds it, set the tower to read temperature, and set the inserter to be enabled when the temperature is lower than ...
- Mon Apr 07, 2025 12:18 am
- Forum: Gameplay Help
- Topic: Thruster fluid working very strangely
- Replies: 7
- Views: 948
Re: Thruster fluid working very strangely
How to fix fluid contamination problems:
Place all the pipes you wanted, and don't worry about the contents for now.
Look at the pipe network highlighted on hover and make sure it is highlighting only the right pipes and not any of the wrong pipes.
Click on a pipe in the fuel pipe network and ...
Place all the pipes you wanted, and don't worry about the contents for now.
Look at the pipe network highlighted on hover and make sure it is highlighting only the right pipes and not any of the wrong pipes.
Click on a pipe in the fuel pipe network and ...
- Tue Mar 25, 2025 2:38 pm
- Forum: Minor issues
- Topic: [2.0.14] Biters drop aggro against coastlines
- Replies: 5
- Views: 1127
Re: [StrangePan][2.0.14] Biters drop aggro against coastlines
Maybe they could search for a nearby reachable spot and try to attack anyway, if they would otherwise give up? I don't know what the exact melee range of biters is, but spitters can certainly still attack in this situation.
- Sun Mar 23, 2025 2:36 pm
- Forum: Gameplay Help
- Topic: Late game: getting materials to rockets
- Replies: 3
- Views: 808
Re: Late game: getting materials to rockets
I considered putting individual rockets near my manufacturing, but since rockets are loaded by bot, there's no guarantee that the material I drop into chests (green) next to the rockets will be loaded into those rockets.
That is a problem with bots, but you do not have to load rockets only by ...
- Wed Mar 19, 2025 2:43 pm
- Forum: Gameplay Help
- Topic: Arc furnace VS blast furnace
- Replies: 18
- Views: 4642
Re: Arc furnace VS blast furnace
Even ignoring the power of Productivity Modules, if you put two Efficiency Module 1 or Efficiency Module 2 in an electric furnace, then it consumes less power and produces less pollution than a steel furnace. So, it seems like it should make sense to switch to electric furnaces as soon as you have ...
- Mon Mar 17, 2025 11:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.39] fulgora lightning visual artifact
- Replies: 4
- Views: 2854
Re: [StrangePan][2.0.39] fulgora lightning visual artifact
I'm newly getting the same problem with Factorio 2.0.41 on MacBook Pro M4 Max, Sequoia 15.3.2. My atlas texture size setting is 4096 and sprite resolution is High.
- Sat Mar 15, 2025 5:03 pm
- Forum: Technical Help
- Topic: Elevated Rails
- Replies: 4
- Views: 1100
Re: Elevated Rails
I'd got the impression that it was a mod for the normal one somehow.
It is a mod — a mod which you get access to by buying the Space Age expansion. There are 3 mods in the expansion:
Elevated Rails
Quality
Space Age (requires Elevated Rails and Quality)
After the purchase, you can ...
- Fri Mar 14, 2025 3:55 pm
- Forum: Gameplay Help
- Topic: Deadlock. Why?
- Replies: 5
- Views: 1174
Re: Deadlock. Why?
As already mentioned, you should make sure there are chain signals on the curved tracks that cross the vertical tracks, so that the vertical tracks are all separate blocks from each other. That will allow your trains to proceed. However, there is another principle to consider:
trains-anno-crop.jpg ...
trains-anno-crop.jpg ...
- Sun Mar 02, 2025 6:21 pm
- Forum: Ideas and Suggestions
- Topic: Display Aquilo heating value in tooltips
- Replies: 12
- Views: 5208
Re: Display Aquilo heating value in tooltips
I would like to see this too. When I started playing on Aquilo, I unconsciously assumed that the way that it worked was “buildings must occupy at least one tile that is heated ” — that's all the game shows you — and it did not occur to me at all that the buildings on those tiles might affect how ...
- Sun Feb 02, 2025 4:34 pm
- Forum: Ideas and Suggestions
- Topic: Removal of the "Use filter" checkbox
- Replies: 13
- Views: 2155
Re: Removal of the "Use filter" checkbox
Another possibility would be to keep the checkbox, but make clicking on the filter slots automatically check the box.
- Wed Jan 22, 2025 4:35 pm
- Forum: Ideas and Suggestions
- Topic: Automated landfill should be optional
- Replies: 17
- Views: 4226
Re: Automated landfill should be optional
I would like this as an option, and I would also like an option to turn off automatically destroying cliffs in the same circumstances (when using them as walls on Nauvis, or for aesthetics).
- Mon Jan 20, 2025 5:46 pm
- Forum: Gameplay Help
- Topic: shift click equip armor [strike]makes the next item in inventory disappear[/strike] sends items trash?
- Replies: 1
- Views: 515
Re: shift click equip armor [strike]makes the next item in inventory disappear[/strike] sends items trash?
I can reproduce this (version 2.0.28). It seems to happen only with armor types that provide an inventory bonus (mech armor, modular armor), and not with ones that don’t (light armor, heavy armor).
This should become a bug report.
This should become a bug report.
- Sat Jan 18, 2025 3:36 pm
- Forum: Gameplay Help
- Topic: Remote restart of Gleba?
- Replies: 7
- Views: 2353
Re: Remote restart of Gleba?
I recently broke Gleba by accidentally sending all my yumako seeds to overgrowth soil. It would have been fixable remotely if I had had a chest of spare seeds to release. I had solar power, and bootstrap nutrient production, but the nutrient supply couldn’t keep up with the whole base’s demands, so ...
- Wed Jan 15, 2025 2:25 pm
- Forum: Gameplay Help
- Topic: Space Platform 101 Discussion
- Replies: 114
- Views: 190257
Re: Space Platform 101 Discussion
...but, I've built a rocket - it's sitting in my silo on Nauvis, with a starter pack in it, waiting to go to Gleba.
When you choose a planet in the “New space platform” dialog, you’re choosing which planet its starter pack will be launched from. You can’t build a new platform by launching a ...
- Sun Dec 08, 2024 7:39 pm
- Forum: Balancing
- Topic: Railguns were a disappointment
- Replies: 12
- Views: 4855
Re: Railguns were a disappointment
I felt a little let down too when I got the railgun and ran around Vulcanus clearing out every demolisher. I don't think the problem is necessarily that the end game weapon is OP; rather, for me, there isn't enough motivation to expand on Vulcanus and run up against space limits that make finally ...