Search found 255 matches

by HeilTec
Tue Jul 29, 2014 6:36 pm
Forum: Show your Creations
Topic: Endgame designs
Replies: 19
Views: 58616

Re: Endgame designs

That is some impressive builds there. :shock:
MisterSpock wrote:
Image
Oilrefinering
Did You ever get all 12 refineries working full time? How many wells does that need?
by HeilTec
Tue Jul 29, 2014 5:57 pm
Forum: Minor issues
Topic: Folder "currently playing" not empty (browsing folder)
Replies: 3
Views: 5092

Re: Folder "currently playing" not empty (browsing folder)

kovarex wrote:As it is minor issue, I moved it to minor issues :)
Sorry for the inconvenience. :oops: I must take care to post in the correct sub-forum. :roll:
by HeilTec
Tue Jul 29, 2014 11:32 am
Forum: Minor issues
Topic: Folder "currently playing" not empty (browsing folder)
Replies: 3
Views: 5092

Folder "currently playing" not empty (browsing folder)

The game crashes if browsing the "currently playing" folder when trying to start the game.

(very minor issue - fix = close folder, then start game)
by HeilTec
Mon Jul 28, 2014 11:34 pm
Forum: Resolved Problems and Bugs
Topic: Enter key inactive on save name in map editor
Replies: 2
Views: 1511

Re: Enter key inactive on save name in map editor

kovarex wrote:Thanks for the notice, fixed for 0.10.5
Great! :D

Some other input fields where it would be nice to use the enter key too:
  • Logistic request
    1. Player
    2. Chest
  • Rename station
by HeilTec
Mon Jul 28, 2014 8:01 pm
Forum: Ideas and Suggestions
Topic: Energy graphs on electric network info
Replies: 7
Views: 12751

Energy graphs on electric network info

For some time I've been wishing for some graphs on the electric network info screen. Just displaying the percentages for production and storage. I would really like to have this. It would highly enhance the experience of optimizing power production. This is what I'm dreaming of (top right): http://i...
by HeilTec
Sat Jul 26, 2014 5:40 pm
Forum: Implemented Suggestions
Topic: [0.9] How to abort deconstruction tasks
Replies: 12
Views: 1916

Re: [0.9] How to abort deconstruction tasks

Like the deconstruction planner - just a green square instead - drag a box to cancel any deconstruction inside.
by HeilTec
Sat Jul 26, 2014 3:24 pm
Forum: Outdated/Not implemented
Topic: Filtered slots on the hotbar excluded as ingredients. ☸
Replies: 9
Views: 9962

Re: Suggestionsummary

ssilk wrote:(...) just to re-craft the item in the hotbar, after it is used for crafting (...)
I often craft the items first to continue using them while crafting the new.
by HeilTec
Sat Jul 26, 2014 3:13 pm
Forum: Implemented Suggestions
Topic: [0.9] How to abort deconstruction tasks
Replies: 12
Views: 1916

Re: [0.9] How to abort deconstruction tasks

Scanning the wiki (Lua/Entity) revealed a canceldeconstruction method.

The entity selected by mouse hover needs to be identified and passed to this method.
Just need to bind that to a key somehow. Anyone have a hint on how to do this?
by HeilTec
Sat Jul 26, 2014 2:54 pm
Forum: Resolved Problems and Bugs
Topic: Enter key inactive on save name in map editor
Replies: 2
Views: 1511

Enter key inactive on save name in map editor

In contrast to the save game GUI the ENTER ket does not work when saving a map from the map editor.

(Factorio v0.10.4 (Build 10492, win64)
by HeilTec
Tue Jul 22, 2014 2:38 am
Forum: News
Topic: Friday Facts #43
Replies: 34
Views: 21928

Re: Friday Facts #43

P2P - Arbiter : Central or distributed ? All this host talk got me thinking. To avoid de-synchronization of the clients game states an arbiter is needed. The classic client/server architecture puts all the arbitrating load on the server. The clients could (randomly) take turns on the arbiter role. ...
by HeilTec
Fri Jul 18, 2014 6:53 pm
Forum: Ideas and Suggestions
Topic: Copy-paste modules (in addition to settings)
Replies: 22
Views: 10384

Re: Copy Setting for Modules

:idea: Yes :!:

If modules could be included in entity settings and work both with copy/paste and blueprints, then construction would become very convenient and easy in the late game.
:D
by HeilTec
Wed Jul 16, 2014 1:09 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Advanced Circuits production
Replies: 12
Views: 9272

Re: Advanced Circuits production

Neotix wrote:Design with wagon is fine but have one problem. Absolutely zero control over production and wagon can be easily flooded by one material and all will stop.
Would some filtered slots in the wagon not take care of that problem?

I will try some wagon set-up's for sure.
by HeilTec
Tue Jul 15, 2014 2:37 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: Advanced Circuits production
Replies: 12
Views: 9272

Advanced Circuits production

Advanced Circuits
Image
Most of what is needed for a fairly fast production of advanced circuits
by HeilTec
Sat Jul 12, 2014 11:59 am
Forum: Implemented Suggestions
Topic: [0.9] How to abort deconstruction tasks
Replies: 12
Views: 1916

Re: [0.9] How to abort deconstruction tasks

Some way to cancel a deconstruction order is needed. Many LP's indicate this in their commentary (like Arumba) and I agree.
by HeilTec
Sat Jul 12, 2014 11:22 am
Forum: Outdated/Not implemented
Topic: Filtered slots on the hotbar excluded as ingredients. ☸
Replies: 9
Views: 9962

Filtered slots on the hotbar excluded as ingredients. ☸

How often have you crafted long armed inserters, forgetting to replenish the stock of regular inserters?
There are so many cases like this, that this behaviour should be added:

:idea: If items are in a filtered slot on the hotbar they should not be used as crafting ingredients.

Go to advanced search