Search found 767 matches

by ickputzdirwech
Tue Dec 15, 2020 8:22 am
Forum: Not a bug
Topic: [1.1.6] Loading multiplayer GUI in front of logo
Replies: 2
Views: 435

[1.1.6] Loading multiplayer GUI in front of logo

The loading multiplayer GUI is in front of the factorio logo. Screen resolution 1920 x 1200, GUI size 100%, full screen.
by ickputzdirwech
Tue Dec 15, 2020 7:40 am
Forum: Releases
Topic: Version 1.1.6
Replies: 26
Views: 32097

Re: Version 1.1.6

The biggest inconsistency that remains is imo the order of fluids vs barrels and some oil recipes (solid fuel and sulfuric acid).
by ickputzdirwech
Tue Dec 08, 2020 12:33 pm
Forum: Implemented Suggestions
Topic: New Game Option - All Tech Researched.
Replies: 5
Views: 1669

Re: New Game Option - All Tech Researched.

This already exists. It is called „Rocket rush“

https://wiki.factorio.com/Game_modes_and_options

Edit: A bit more info https://factorio.com/blog/post/fff-335
by ickputzdirwech
Mon Dec 07, 2020 9:01 am
Forum: Minor issues
Topic: [1.1.5] Console text jumpy when mining
Replies: 1
Views: 1238

Re: [1.1.5] Console text jumpy

Not the first time this get‘s reported. But all topics I could find were either in duplicates or resolved. Maybe a tiny delay that prevents the chat being moved down immediately would solve these kind of issues.
by ickputzdirwech
Fri Dec 04, 2020 1:54 pm
Forum: Mods
Topic: [MOD 1.1] Shortcuts for 1.1
Replies: 15
Views: 6603

Re: [MOD 1.1] Shortcuts for 1.1

Version 1.1.2 was released today. I updated the first post accordingly. Highlights of the new version are:
  • New shortcut "Toggle personal logistics requests"
  • New shortcut "Train Manual mode"
  • Since version 1.1.0 the mod is compatible with Factorio 1.1
by ickputzdirwech
Fri Dec 04, 2020 1:48 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Train mode toggle
Replies: 4
Views: 1131

Re: [Request] Train mode toggle

ickputzdirwech wrote:
Wed Dec 02, 2020 4:04 pm
3. If the author says no/doesn't react I would be happy to incorporate the mod into Shortcuts for 1.1
I did it anyway ;)
by ickputzdirwech
Fri Dec 04, 2020 8:00 am
Forum: Gameplay Help
Topic: Turning or or enabling the tile grid
Replies: 3
Views: 1928

Re: Turning or or enabling the tile grid

You can also use the mod Shortcuts for 1.1. Among other things it adds a shortcut that let’s you toggle the tile grid.
by ickputzdirwech
Thu Dec 03, 2020 12:11 pm
Forum: Ideas and Suggestions
Topic: Splitter GUI, clickable graphical priorities
Replies: 17
Views: 4739

Re: Splitter GUI, clickable graphical priorities

Stimpatch wrote:
Thu Dec 03, 2020 8:47 am
A preview would be kinda cool, though. So, if you had iron ore on the left belt and coal on the right, changing the settings could show a preview of how the splitter would work, i guess.
Not sure if I understand you correctly, but the preview already shows all the filters and items on the belt.
by ickputzdirwech
Thu Dec 03, 2020 11:58 am
Forum: Ideas and Suggestions
Topic: Add wildcard to upgrade planner
Replies: 9
Views: 1856

Re: Add wildcard to upgrade planner

I don’t think it would be that much clutter to add one wildcard for every fast replaceable group. You could also reduce the number of wildcards if they are only generated for groups with three or more entries (so for example not for vanilla furnaces). I would make it always the first element in the ...
by ickputzdirwech
Thu Dec 03, 2020 10:44 am
Forum: Resolved Problems and Bugs
Topic: [V453000] [1.1.3] Side-menu-bottons large train icon
Replies: 2
Views: 2568

[V453000] [1.1.3] Side-menu-bottons large train icon

The larger variant of the side-menu-buttons train icon has asymmetric windows. The left window is one pixel wider then the right one. I noticed it because I wanted to use it for a mod. Very minor issue I know, but I thought I better let you know anyway.
by ickputzdirwech
Wed Dec 02, 2020 4:04 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Train mode toggle
Replies: 4
Views: 1131

Re: [Request] Train mode toggle

1. Ask the author on github or the modportal if he wants to update the mod. 2. You can update the mod yourself since I am pretty sure the only issue with it is the game version. You therefore only have to change line 4 in info.json to "factorio_version": "1.1", 3. If the author s...
by ickputzdirwech
Wed Dec 02, 2020 11:21 am
Forum: Not a bug
Topic: [1.1.1] Fail to stop map gen from generating stones.
Replies: 4
Views: 983

Re: [1.1.1] Fail to stop map gen from generating stones.

You can’t move it yourself, only moderators can do that. You can however create a new topic in the appropriate subforum. „Modding help“ and „Modding interface requests“ are both in Modding Discussions
by ickputzdirwech
Wed Dec 02, 2020 11:10 am
Forum: Ideas and Suggestions
Topic: Change colors of efficiency and/or productivity modules?
Replies: 14
Views: 3131

Re: Change colors of efficiency and/or productivity modules?

This is getting nowhere except insulting. As far as I am concerned about the application of the Dunning-Kruger effect in this case, it could well be the other way around. Luckily I don’t care! :mrgreen: ;) :lol: Please let’s all stay on topic.
by ickputzdirwech
Wed Dec 02, 2020 9:30 am
Forum: Ideas and Suggestions
Topic: Change colors of efficiency and/or productivity modules?
Replies: 14
Views: 3131

Re: Change colors of efficiency and/or productivity modules?

The fact that you cannot make it perfect for everyone shouldn't stop you from making it better for at least some people. Adding a setting with a different color palette wouldn't make it worse for anyone. The worst case would be that it wouldn't make it better for anyone.
by ickputzdirwech
Wed Dec 02, 2020 9:21 am
Forum: Ideas and Suggestions
Topic: Splitter GUI, clickable graphical priorities
Replies: 17
Views: 4739

Re: Splitter GUI, clickable graphical priorities

jodokus31 wrote:
Wed Dec 02, 2020 7:36 am
+1
And display the splitter in the same direction as in the World (probably is already but i cant Check atm)
It is already displayed in the correct direction.
by ickputzdirwech
Wed Dec 02, 2020 9:13 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.3] Underground belts queued for upgrade don't fast replace
Replies: 2
Views: 1452

Re: [1.1.3] Underground belts queued for upgrade don't fast replace

Can confirm this issue. It works fine with belts and splitters. Only entity effected seams to be the underground belt. Also you can fast replace the underground with the third type of undergrounds, that is neither placed there currently nor the one queued for upgrade.
by ickputzdirwech
Wed Dec 02, 2020 8:57 am
Forum: Ideas and Suggestions
Topic: Add wildcard to upgrade planner
Replies: 9
Views: 1856

Re: Add wildcard to upgrade planner

if you didn't change that then you would have "change from *" to... game cant specify what because you didn't specify what is this, so it would show you everything and you would need to pick from, then game needs to check if you can use that, if you first use "change to" then ga...
by ickputzdirwech
Tue Dec 01, 2020 5:13 pm
Forum: Ideas and Suggestions
Topic: [1.1.3] Rail signal's output signals names need to change
Replies: 24
Views: 4986

Re: [1.1.3] Rail signal's output signals names need to change

Including colored dots showing the corresponding aspect won't help colorblind players I am no expert here, but writing "red" or "green" is probably even less helpful for a colorblind person than showing the colorblind person the same color as the chain signal shows and a descrip...
by ickputzdirwech
Tue Dec 01, 2020 4:09 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.1.1] Multiple entity status issues
Replies: 6
Views: 3663

Re: [kovarex] [1.1.1] Multiple entity status issues

I am a bit surprised that this was moved to resolved problems and bugs without further notice except in the changelog. A lot of the mentioned issues are indeed fixed (thanks a lot!), but not all. I just wanted to be sure that this isn't forgotten or that what remains is intentional. Here the list of...

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