Search found 96 matches

by mrbaggins
Thu Apr 09, 2020 11:55 am
Forum: Ideas and Suggestions
Topic: "Drag-placing" power poles should ignore already built ones
Replies: 16
Views: 3816

Re: "Drag-placing" power poles should ignore already built ones

And there's clearly some extra functionality built in where they'll guarantee they power all items you drag under it's influence. This only exists in your imagination, not in reality. No such thing. As already addressed by 5th horseman, as well as earlier in the thread. However, 99% of players prob...
by mrbaggins
Thu Apr 09, 2020 11:54 am
Forum: Ideas and Suggestions
Topic: shortcut to pause game
Replies: 6
Views: 1882

Re: shortcut to pause game

Macro the command to set game speed to 0?

or if not 0, really really slow.
by mrbaggins
Thu Apr 09, 2020 11:51 am
Forum: Ideas and Suggestions
Topic: Emoji keyboard entry for icon names
Replies: 4
Views: 2332

Re: Emoji keyboard entry for icon names

I love all of these suggestions, whether it's :rofl: style or [ to open. Both good.

As for mods, I don't think mods are allowed much access to the chat box.
by mrbaggins
Wed Apr 08, 2020 10:55 pm
Forum: Ideas and Suggestions
Topic: Emoji keyboard entry for icon names
Replies: 4
Views: 2332

Emoji keyboard entry for icon names

A feature of the game for over two years, since April 2018 , 2 major releases ago, has been the ability to use item sprites as parts of string text in the game. Station names, chat messages, and various modded entities all benefit from this. However, not only due to 90% of players not know about it,...
by mrbaggins
Wed Apr 08, 2020 10:41 pm
Forum: Ideas and Suggestions
Topic: "Drag-placing" power poles should ignore already built ones
Replies: 16
Views: 3816

Re: "Drag-placing" power poles should ignore already built ones

Are bumps allowed? To my knowledge this has never been addressed. If I have a vertical "bus" of power poles, and I'm dragging from an oil post horizontally, I want to connect to my bus of power. But the power line won't place if it's in range of ANY power pole. It should either: Only consi...
by mrbaggins
Wed Apr 08, 2020 10:38 pm
Forum: Implemented Suggestions
Topic: Changing train stop names, the screen should filter the list when typing at the top
Replies: 12
Views: 4155

Re: Changing train stop names, the screen should filter the list when typing at the top

That's not the problem to solve (well, it's just one problem that it solves). Copy-paste works when 2 specific other conditions are met: One, you KNOW you want the same name as something else in the network; and Two: You are close by the other one. Filtering the name box is useful when: * You're mak...
by mrbaggins
Sun Apr 05, 2020 12:25 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 590711

Re: pY Coal Processing - Discussion

Glassworks fuel? Edit: It appears fuel liquids in PIPES show the value, but not in recipes/FNEI/Research screen. the building itself can also display the value Mine doesn't? It will if I have fuel in it, but that's beside the point. I want to find out what the fuels are worth so I can make decision...
by mrbaggins
Fri Apr 03, 2020 8:19 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 590711

Re: pY Coal Processing - Discussion

Glassworks fuel? I saw another post that said "Any liquid with a fuel value" but that's also something completely unable to be determined in game. I've got coal gas already as that was an ingredient, but need it elsewhere too. Liquid fuels need a fuel value tool tip. Or the glassworks and ...
by mrbaggins
Fri Apr 03, 2020 8:16 am
Forum: PyMods
Topic: Glass works fluid?
Replies: 15
Views: 5909

Re: Glass works fluid?

This (and liquid fuel values) need to be in tool tips.
by mrbaggins
Fri Apr 03, 2020 5:40 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

you should get one close to spawn you need a lot of the for science and different stuff there is a building that can make them but that is mid-late game I just added AL to my ongoing save game (about 200hours, I'd rather not restart everything if possible). I'm still searching for something AL in n...
by mrbaggins
Tue Mar 31, 2020 1:36 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

What are people doing for biomass now that wood is so terrible for it?
by mrbaggins
Sat Mar 28, 2020 4:14 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

well dont get to comfortable. im going to sort out all those little duplicates soon. if you can send me your save so i can test everything gets shifted over correctly Ahaha. Eh, I figured it was coming if not part of the shift when I went to 0.18 anyway. Just making the most of it. Means half my ki...
by mrbaggins
Sat Mar 28, 2020 2:58 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

Ah yep is too. Missed a row.

But okay then lol. Just wasn't expecting it, as I've been able "cheat" a little with the old machines
by mrbaggins
Sat Mar 28, 2020 2:36 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

Just checking something isn't broken...

The new kicalk plantation Mk 1 has 19 slots for flowers to go into? Just surprised me.
by mrbaggins
Thu Mar 26, 2020 12:45 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

How can having them removed result in them "already being loaded"? I mean, the first run would be slower as it removes them, but every run after that isn't going to put them in to take them out... That's not how factorio loading works at all. It reads threw each mod one at a time and load...
by mrbaggins
Sat Mar 21, 2020 4:38 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 590711

Re: pY Coal Processing - Discussion

Oof, playing my map that 's already migrated once from 16 to 17and now to 18 with Alien Life... Looks like a recent update turned fawogae plantations as a coal source into RAW coal. Now I have to mad rush to fix that giant change. And navens look promising as an alternative but I havent gotten compl...
by mrbaggins
Wed Mar 18, 2020 12:08 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

It suggests though that now there is a LOT of recipes kept but disabled in various parts. These are going to be a huge burder on load times aren't they? no. they are very few compared to the total and they are already loaded so all removing them would do is add extra stuff to process which would ju...
by mrbaggins
Mon Mar 16, 2020 10:34 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

In short: is there a reason there wasn't a conversion run? All old ralesias turn into ralesia mk 1 for example? And likewise all the machines. because the amount of things that have been changed makes adding it to a running game a really bad idea and therefore setting up a migration file to fix all...
by mrbaggins
Sun Mar 15, 2020 11:54 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

So I updated from 17 to 18 a week ago, and added this to a full pysuite. I now have multiple versions of a LOT of items. And the old versions almost always don't work as they are null items. Worse, the assemblers for them can still use those recipes. Eg: fertilizer. Old fertiliser can't be used by a...
by mrbaggins
Sat Feb 29, 2020 12:44 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291842

Re: pY Alien Life - Discussion

Oof, that's gonna be a hell of a bottleneck looking at recipes. And sap only stacks to 10!

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