Search found 97 matches

by ichVII
Tue Jan 26, 2021 1:11 am
Forum: Duplicates
Topic: upgrade planner+ blueprint interaction[1.12.18]
Replies: 2
Views: 1240

upgrade planner+ blueprint interaction[1.12.18]

What did I do: Use an upgrade planner on a partially completed build, then a blueprint over that area What happened: The blueprint includes the placed entities and the ghosts, but ignores marked for upgrade entities. What I expect to happen: The blueprint includes the entities, which are supposed to...
by ichVII
Sat Jan 23, 2021 2:28 pm
Forum: Ideas and Suggestions
Topic: 'Each on Red Circuit' and 'Each on Green Circuit'
Replies: 5
Views: 1811

Re: 'Each on Red Circuit' and 'Each on Green Circuit'

[...] Why ? It would allow the more traditional use of logic and mathematical expression on several item counts signalled on one circuit network. Allowing comparisons and operations between multiple values between two circuit networks. To do this currently many individual comparators or combinators...
by ichVII
Fri Jan 22, 2021 11:10 pm
Forum: Ideas and Suggestions
Topic: blueprint includes marked-for-upgrade entities
Replies: 0
Views: 548

blueprint includes marked-for-upgrade entities

TL;DR If i use an upgrade planner and then a blueprint, the upgraded entities should be the in blueprint. What ? If you blueprint (or copy paste) something, that is marked for upgrade to a different entity, the blueprint includes the currently placed entity and not the one, that is supposed to get ...
by ichVII
Sat Jan 16, 2021 5:21 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar
Replies: 7
Views: 2148

[Rseding91] [1.1.12] Cannot place ghost outside range when taken from quickbar

I can shift place ghost entities out of player range now, but i can not place them without holding shift, even if i have a ghost entity stack in hand (so no item in inventory).
by ichVII
Mon Dec 14, 2020 10:04 pm
Forum: Ideas and Suggestions
Topic: QOL: Research Queue Setting stays on
Replies: 3
Views: 1733

Re: QOL: Research Queue Setting stays on

I just want to +1 here, because it happens to me all the time, too.
by ichVII
Sat Sep 26, 2020 11:18 pm
Forum: Ideas and Suggestions
Topic: undo last thing another player did via console
Replies: 7
Views: 1494

Re: undo last thing another player did via console

Thats like saying, if the method doesmnt help against 100% of griefers, its not worth doing at all. Reminds me of stupid NRA arguments.
by ichVII
Sat Sep 26, 2020 10:58 pm
Forum: Ideas and Suggestions
Topic: undo last thing another player did via console
Replies: 7
Views: 1494

Re: undo last thing another player did via console

Griefer enters the game, places a stupid bp and gets banned in less then a minute. That happened to me and this feature would help a lot
by ichVII
Sat Sep 26, 2020 1:34 pm
Forum: Ideas and Suggestions
Topic: undo last thing another player did via console
Replies: 7
Views: 1494

undo last thing another player did via console

TL;DR
Give admins the power to undo griefers actions quickly and swiftly

What ?
some command like /undo playername, that works excatly like that player pressing ctrl z
Why ?
Do i really have to explain this?
by ichVII
Wed Jul 22, 2020 9:44 pm
Forum: Implemented Suggestions
Topic: increase pumpjack buffer
Replies: 2
Views: 1255

increase pumpjack buffer

TL;DR Uncap the output of pumpjacks What ? Increase the internal buffer in oil pumpjacks in order to make outputs of more then 100/cycle actually work. Why ? Outputs above 100/s can be created with vanilla map gen and the player is not informed about the restriction to 100/s in the game. This seems...
by ichVII
Sun Jul 05, 2020 7:31 pm
Forum: Ideas and Suggestions
Topic: Please have an option to have Alt Mode on by default
Replies: 7
Views: 2560

Re: Please have an option to have Alt Mode on by default

I would rather have this option as, "Alt Mode always on" instead of on by default. This way I can defeat the switch that occurs when I alt-tab out of the game. I sometimes use non-alt mode to see clearer, eg see wire connections or if machines are running etc. Always on would be annyoing....
by ichVII
Sun Jun 14, 2020 1:17 pm
Forum: Ideas and Requests For Mods
Topic: If I hit it, it dies.
Replies: 3
Views: 1253

Re: If I hit it, it dies.

This would also mark burning trees for deconstruction, which would kill a lot of robots.
by ichVII
Thu May 14, 2020 9:16 am
Forum: Outdated/Not implemented
Topic: Include placed modules in built buildings statistics
Replies: 3
Views: 1380

Re: Include placed modules in built buildings statistics

Is it possible to create a new statistics tab for placed modules?
by ichVII
Sun May 10, 2020 11:20 am
Forum: Outdated/Not implemented
Topic: Include placed modules in built buildings statistics
Replies: 3
Views: 1380

Include placed modules in built buildings statistics

TL;DR I would like to see the modules I have placed/removed in the "buildings" section of the production statistics. What ? In your production statistics (default "p"), under buildings, you can see how many of each building you have build/deconstructed. I would like to see the m...
by ichVII
Fri Apr 17, 2020 7:53 pm
Forum: Modding interface requests
Topic: event for speaker alert
Replies: 1
Views: 551

event for speaker alert

TL;DR Add an event on_speaker_alert What ? Whenever a speaker meets its condition and the gui setting "show alert" is active, I want an event to be fired, that contains the entity and the message. Why ? Well, first of all, if the following suggestion would get implemented, I wouldnt need ...
by ichVII
Thu Apr 02, 2020 9:24 pm
Forum: Ideas and Suggestions
Topic: Longer Notes Lengths for Programmable Speakers
Replies: 3
Views: 1776

Re: Longer Notes Lengths for Programmable Speakers

I want to play Anakins Betrayal on speaker while shooting everyone with artillery. Hope none of them read this.

But without this, the many long notes sound really bad. It take all the fun out of it.

In other words: +1
by ichVII
Tue Mar 24, 2020 1:37 pm
Forum: Ideas and Suggestions
Topic: Remember Scroll Position of Blueprint List-View in BP book-window
Replies: 6
Views: 1522

Re: Scroll Tracking for bp books

I am not referring to closing the book and then reopening it. Then I agree with you. I am just referring to opening a blueprint in the book and then closing that blueprint. This reopens the book immediatley and I think in this case it should keep track of where you scrolled.
by ichVII
Tue Mar 24, 2020 11:53 am
Forum: Ideas and Suggestions
Topic: Remember Scroll Position of Blueprint List-View in BP book-window
Replies: 6
Views: 1522

Re: Scroll Tracking for bp books

You did not understand me correctly. The issue is present in 0.18.15. If you have a large blueprint book and you scroll down in it, then open a blueprint by left-clicking it and close it again by e.g. Esc, the blueprint book window is scrolled back to the top. This has nothing to do with the active ...
by ichVII
Mon Mar 23, 2020 10:13 pm
Forum: Ideas and Suggestions
Topic: Remember Scroll Position of Blueprint List-View in BP book-window
Replies: 6
Views: 1522

Remember Scroll Position of Blueprint List-View in BP book-window

TL;DR Remember scroll position in a bp book while opening a blueprint. What ? When you have a large blueprint book, you scroll down in it, open a blueprint and then close that blueprint again, you are back at the start of the book. I would like to be at the exact place I was before. Why ? Because i...

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