Search found 97 matches
- 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...
- 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...
- 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 ...
- 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).
- 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.
- 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.
- 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
- 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 swiftlyWhat ?
some command like /undo playername, that works excatly like that player pressing ctrl zWhy ?
Do i really have to explain this?- 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...
- 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....
- Tue Jun 30, 2020 7:00 pm
- Forum: Ideas and Suggestions
- Topic: Please have an option to have Alt Mode on by default
- Replies: 7
- Views: 2560
- 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.
- 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?
- 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...
- 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 ...
- Fri Apr 17, 2020 7:31 pm
- Forum: Ideas and Suggestions
- Topic: [UIX] Cycle through programmable speakers' alert locations
- Replies: 5
- Views: 1815
- 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
- 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.
- 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 ...
- 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...