Search found 767 matches

by ickputzdirwech
Mon Oct 09, 2023 6:02 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217214

Re: Bugs & FAQ

Press
KiwiHawk wrote: ā†‘
Mon Oct 09, 2023 12:11 am
Normal69 wrote: ā†‘
Sun Oct 08, 2023 10:16 pm
Is there a trick in-game, where I see the internal name of a fluid?
Press F4 to open the debug menu. Tick "Show debug info in tooltips".
There is also the prototype explorer! Press Ctrl+Shift+E
by ickputzdirwech
Fri Oct 06, 2023 12:44 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 26202

Re: Friday Facts #379 - Abstract rewiring

You are putting us modders out of our jobs! (I might as well never work on another update of https://mods.factorio.com/mod/Shortcuts-ick ).^^ In all seriousness: I very much appreciate the changes! Can't wait for 2.0! Although I hope these icons are WIP. They are not even centred. Screenshot 2023-10...
by ickputzdirwech
Mon Sep 25, 2023 7:50 pm
Forum: Releases
Topic: Version 1.1.92
Replies: 17
Views: 14372

Re: Version 1.1.92

Minor Features Added a notification when a technology is researched. Added /enable-research-queue console command to enable the research queue without disabling achievements. Changes The research queue is enabled by default for new games. Introducing stuff from the FFF before 2.0! You are spoiling ...
by ickputzdirwech
Fri Sep 22, 2023 4:01 pm
Forum: Implemented in 2.0
Topic: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size
Replies: 53
Views: 19308

Re: Increase Big Electric Pole Wire Reach to 32 to = Chunk Size

Feels got to move this from ā€œOutdated/Not implementedā€ to ā€œImplemented Suggestionsā€ :D

(Even though itā€™s still a while until 2.0 comes out)

See 108862
by ickputzdirwech
Fri Sep 22, 2023 3:53 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42538

Re: Friday Facts #374 - Smarter robots

What I wonder about in terms of optimisation: when the game searches for the nearest available robot, does it do it in batches and continues where it found the last robot or do they always start from the beginning?
by ickputzdirwech
Fri Sep 22, 2023 3:50 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 49946

Re: Friday Facts #377 - New new rails

Awesome news! May I ask if you also fixed these two bugs while you were at it: 82754 and 51753?
by ickputzdirwech
Wed Sep 13, 2023 1:58 pm
Forum: Wiki Talk
Topic: Translations of FFFs
Replies: 7
Views: 889

Re: Translations of FFFs

Well, I meant localized title xD Ah ok, sorry :lol: I think that decision can be left to the translators. Sure, there should be a system for each language but besides that there is no need to make a unified system for all languages. In German I would probably just use "Friday Facts #375 - Qual...
by ickputzdirwech
Wed Sep 13, 2023 1:42 pm
Forum: Wiki Talk
Topic: Translations of FFFs
Replies: 7
Views: 889

Re: Translations of FFFs

I think the name should be in the format "Original name/language code" e.g "Friday Facts #375 - Quality/de" for the latest edition in German. The localised title can then be added to Template:Translations/de or whatever language you want.
by ickputzdirwech
Fri Sep 01, 2023 5:03 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 42538

Re: Friday Facts #374 - Smarter robots

Very exciting news! One question: When the closest available robot is searched, does it take into account for stacks of robots? For example if 10 robots are needed to fulfil a task would the search run 10 times or would it stop after the first time when the closest robot it found is part of a stack ...
by ickputzdirwech
Sat Aug 12, 2023 6:29 pm
Forum: Resolved Problems and Bugs
Topic: [1.1.88] Recipe tooltip in machine takes intermediate recipes into account
Replies: 1
Views: 881

[1.1.88] Recipe tooltip in machine takes intermediate recipes into account

I suspect this might have already been reported but at least I couldn't find the right key words for a successful search. The recipe tooltip in a machine takes only the resources inside that machine into account. So far so good. However it also checks if some ingredients can be crafted by other ingr...
by ickputzdirwech
Thu Jun 22, 2023 3:30 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 502703

Re: Simple Questions and Short Answers

hreintke wrote: ā†‘
Thu Jun 22, 2023 10:27 am
Hi,

Uninteded I now have a grid visible on part of my factory.
Don't know how it was set, don't konw how I can reset.

Anyone knows hoe to remove the partial grid.

PartialGrid.PNG
Looks like youā€™re using the Shortcuts mod. If so disable the grid shortcut in the shortcut panel.
by ickputzdirwech
Wed Jun 07, 2023 8:41 am
Forum: Mod portal Discussion
Topic: Improving the Mod Portal Search
Replies: 23
Views: 4035

Re: Improving the Mod Portal Search

Itā€™s one of the best search panels Iā€™ve seen!

Found a small issue though: It requires a specific type of double quotes. It didnā€™t accept the default of my phone set to English (ā€œ). Instead I had to use the straight one ("). Maybe it could be less strict?
by ickputzdirwech
Mon Apr 03, 2023 9:32 am
Forum: Modding discussion
Topic: Gears for achievement graphics, please
Replies: 4
Views: 1147

Re: Gears for achievement graphics, please

With that license you can simply download the graphics from github and include them in your own mod, as long as you: Publish your mod under the GPLv3 License as well Include the license in your mod Add a link to the source of the graphics in your mod State if and how you modified the graphics in you...
by ickputzdirwech
Thu Jan 05, 2023 2:01 pm
Forum: Minor issues
Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
Replies: 9
Views: 1599

Re: can't setup relative grid offset if blueprint contains rails

Tooster wrote: ā†‘
Thu Jan 05, 2023 12:42 pm
But this would also be a valid RELATIVE grid. The offset should not matter. Only the width and height should be divisible by 2.:
Image
Makes sense to me.
by ickputzdirwech
Wed Jan 04, 2023 10:39 am
Forum: Ideas and Suggestions
Topic: Removing the Spidertron "screen jitter" on moving around.
Replies: 3
Views: 1143

Re: Removing the Spidertron "screen jitter" on moving around.

No need to apologise in any way. Maybe you know this mod already: https://mods.factorio.com/mod/spidertron-bob-speed/discussion/632117cfacf726e913783eeb . It will stop the vertical bobbing. As mentioned in the linked discussion it doesnā€™t stop the vertical wobble however. And according to the mod au...
by ickputzdirwech
Wed Jan 04, 2023 12:03 am
Forum: Combinator Creations
Topic: Signal Sorter
Replies: 6
Views: 1953

Re: Signal Sorter

Before I might think about a use case I would be interested what it actually does?
by ickputzdirwech
Wed Nov 30, 2022 9:40 am
Forum: Gameplay Help
Topic: Images from Factorio
Replies: 4
Views: 1080

Re: Images from Factorio

Ca you replay please just yes or no? They canā€™t, since it entirely depends on what exactly you are planning to do. Is it for private use only? Do you want to publish the images? In what context? Maybe the most relevant paragraphs from the terms of service: You are not allowed to copy, transfer or d...
by ickputzdirwech
Fri Nov 25, 2022 8:57 am
Forum: Ideas and Suggestions
Topic: Show missing ingredients in entity info
Replies: 7
Views: 1224

Re: Mark/show missing ingredients of assemblers

+1

I prefer the second alternative however, since it takes less vertical space.
by ickputzdirwech
Tue Oct 25, 2022 7:12 am
Forum: Not a bug
Topic: [1.1.69] Item request proxy doesn't go down in some cases
Replies: 2
Views: 698

Re: [1.1.69] Item request proxy doesn't go down in some cases

Rseding91 wrote: ā†‘
Tue Oct 25, 2022 2:08 am
The request to deliver the modules is not related to anything you do manually.
This is not correct. If the number of requested modules matches the number of empty slots, the item request will be reduced when you insert modules manually.
by ickputzdirwech
Mon Oct 24, 2022 9:16 pm
Forum: Ideas and Suggestions
Topic: [1.1.69] Can't easily interact with module slots of mining drills
Replies: 1
Views: 514

[1.1.69] Can't easily interact with module slots of mining drills

Since mining drills only inventory are the module slots, just like beacons, I would expect that you could interact with them in the same way as with the module slots of beacons. Mainly being able to take the modules out with "ctrl-leftclick" without opening the GUI and inserters being able...

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