Search found 767 matches

by ickputzdirwech
Wed Sep 23, 2020 2:17 pm
Forum: Not a bug
Topic: [1.0.0] Inconsistent blueprint names
Replies: 0
Views: 246

[1.0.0] Inconsistent blueprint names

The naming of blueprints is a bit inconsstent. It would be more consistent with how blueprint books and deconstruction and upgrade planners are called if in all occasions it would just simply say "Blueprint". When editing an existing blueprint the window is called "Blueprint item"...
by ickputzdirwech
Wed Sep 23, 2020 2:02 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.0.0] No tooltip when hovering over the pen in a deconstruction or upgrade planner
Replies: 2
Views: 2687

Re: [kovarex] [1.0.0] No tooltip when hovering over the pen in a deconstruction or upgrade planner

Thanks for the fix! I just noticed that there is also no tooltip for the pen when renaming a blueprint. Did you catch that already?

Also any chance you are increasing the size of the pen?
by ickputzdirwech
Wed Sep 23, 2020 1:53 pm
Forum: Not a bug
Topic: [1.0.0] Number of available artillery turrets is white in hand
Replies: 2
Views: 349

[1.0.0] Number of available artillery turrets is white in hand

So if you assign an artillery targeting remote to your quickbar, the small number in the bottom right corner doesn't tell you how many artillery targeting remotes you have, but instead how many artillery turrets are in range of the spot you are standing on. If the number is 0 it is red and if the nu...
by ickputzdirwech
Wed Sep 23, 2020 1:45 pm
Forum: Not a bug
Topic: [1.0.0] Discharge defense remote always shows 1 in hand
Replies: 2
Views: 271

[1.0.0] Discharge defense remote always shows 1 in hand

If you hold a discharge defense remote in your hand it always says 1. No matter how many you have in your inventory, or even better how many you have in your armor. It works like the latter when you assign it to your quickbar and if you hold an artillery targeting remote in your hand it shows the nu...
by ickputzdirwech
Tue Sep 22, 2020 11:20 am
Forum: Modding help
Topic: How to toggle debug settings
Replies: 0
Views: 257

How to toggle debug settings

Is it possible for a mod to access and toggle debug settings in control.lua? And if yes, how do I do that? I had a similar discussion already 88131 (thanks for all the help) but this question somehow got lost. I want to implement an easy toggle for "show-rail-signal-states".
by ickputzdirwech
Mon Sep 21, 2020 3:00 pm
Forum: Wiki Talk
Topic: Icons for Train Station Names and Chat
Replies: 4
Views: 2389

Re: Icons for Train Station Names and Chat

See rich text. I agree with you it is not very intuitive to find. You can also find out internal names in game by pressing ctrl-shift-f when hovering over an item, recipe or technology.
by ickputzdirwech
Sun Sep 20, 2020 8:16 am
Forum: Ideas and Suggestions
Topic: Underground pipe / belt simmillar to poles
Replies: 1
Views: 882

Re: Underground pipe / belt simmillar to poles

This! It annoys me so much. +1 (for me more like a +1000)
by ickputzdirwech
Sat Sep 19, 2020 8:34 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 131753

Re: The real reason that turret creep is a common strategy

I am not prepared to haggle over every detail of you suggestion, there might be some good points in there, but here is my general opinion on this. I think that it is crucial that turrets are more powerful than the player. This is a game about automation. You should automate combat to. Build transpor...
by ickputzdirwech
Fri Sep 18, 2020 3:28 pm
Forum: General discussion
Topic: FFF 361
Replies: 12
Views: 4953

Re: FFF 361

Anyone is free to join the Alternative Factorio Friday Fan Facts, Earth needs Nauvis' support. btw the real place where they are published seems to be : https://alt-f4.blog/ This thread seems like the best place for this: Can we please get a subforum for Alt-F4 like there is for the "real FFFs...
by ickputzdirwech
Fri Sep 18, 2020 12:51 pm
Forum: Duplicates
Topic: 1.0.0 Science production stats wrong or science gets destroyed?
Replies: 1
Views: 395

Re: 1.0.0 Science production stats wrong or science gets destroyed?

Are you moving science packs from one lab into another?

If so this very much sounds like a duplicate of 67744 and 60492. Also similar but not really the same 83579.
by ickputzdirwech
Fri Sep 18, 2020 7:39 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501486

Re: Simple Questions and Short Answers

1. You could research mining productivity bonus and/or use speed modules in the pump jacks and beacons with speed modules around them to increase the production rate. 2. You could just stop using this oil field any more. 3. Why should the train go there only if it can fill up immediately? Make an in...
by ickputzdirwech
Tue Sep 15, 2020 8:38 am
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.0.0] No tooltip when hovering over the pen in a deconstruction or upgrade planner
Replies: 2
Views: 2687

[kovarex] [1.0.0] No tooltip when hovering over the pen in a deconstruction or upgrade planner

There is a tooltip "Edit label" when you hover over the pen in a blueprint, spidertron or train stop. Not so in a deconstruction or upgrade planner. I know it doesn't exactly do the same, it even does more. It feels odd that it's not explained to the player. no tooltip.png May I also add t...
by ickputzdirwech
Tue Sep 15, 2020 8:25 am
Forum: Won't fix.
Topic: [1.0.0] Train stop GUI is unnecessarily wide
Replies: 6
Views: 2113

[1.0.0] Train stop GUI is unnecessarily wide

There is a huge gap between "R", "G" and "B" and their sliders. It is a bit confusing and also a waste of space. Tested with different GUI scales, full screen or not. My screen resolution is 1920 x 1200.
to wide trainstop gui.png
to wide trainstop gui.png (284.99 KiB) Viewed 2113 times
by ickputzdirwech
Tue Sep 15, 2020 8:16 am
Forum: Resolved Problems and Bugs
Topic: [1.0.0] Wrong capitalisation of upgrade planner
Replies: 2
Views: 860

[1.0.0] Wrong capitalisation of upgrade planner

A very minor issue: The tooltip of the delete upgrade planner button says "Destroy Upgrade Planner". The U should be written in lower case, like the d is in "Destroy deconstruction planner". (And as a non-native speaker, I probably made more mistakes in this post than you did in ...
by ickputzdirwech
Tue Sep 15, 2020 8:03 am
Forum: Modding help
Topic: [Solved] Incomplete description of entity flag "hidden"
Replies: 2
Views: 880

Re: Incomplete description of entity flag "hidden"

Well, by looking at your picture I figured it out. My entity was missing the "player-creation" flag :oops: Didn't realize you had to apply this. I thought this was the default behaviour. Thanks a lot and sorry for the waste of time!
by ickputzdirwech
Sun Sep 13, 2020 9:44 pm
Forum: Not a bug
Topic: [1.0.0] Entity flag "hidden" also makes it "not-blueprintable"
Replies: 2
Views: 760

Re: [1.0.0] Entity flag "hidden" also makes it "not-blueprintable"

That's unfortunate. I made a modding interface request then 89397 and a request to update the wiki 89398
by ickputzdirwech
Sun Sep 13, 2020 9:19 pm
Forum: Modding help
Topic: [Solved] Incomplete description of entity flag "hidden"
Replies: 2
Views: 880

[Solved] Incomplete description of entity flag "hidden"

The explanation of what the flag "hidden" does on entities appears to be incomplete on the wiki. It just says: Hides the entity from the bonus GUI (button above the map) and from the made in property of recipe tooltips. See https://wiki.factorio.com/Types/EntityPrototypeFlags#.22hidden.22 ...
by ickputzdirwech
Sun Sep 13, 2020 9:14 pm
Forum: Already exists
Topic: EntityPrototypeFlag "hidden-from-GUI" but still blueprintable
Replies: 1
Views: 1484

EntityPrototypeFlag "hidden-from-GUI" but still blueprintable

I reported a bug on this here already, but it appears to be intentional. What I want I want a way to hide an entity from the bonus GUI (and stuff like this) but the entity should still be selectable with a selection tool. Why I need it My mod adds a selection tool that swaps turrets with disabled tu...
by ickputzdirwech
Sun Sep 13, 2020 4:34 pm
Forum: Duplicates
Topic: Found a game breaking bug the other day
Replies: 9
Views: 1526

Re: Found a game breaking bug the other day

Duplicate and fixed already. 88725
by ickputzdirwech
Sun Sep 13, 2020 4:21 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [1.0.0] Right click on blueprint item doesn't close currently open blueprint
Replies: 3
Views: 2792

Re: [1.0.0] Right click on blueprint item doesn't close currently open blueprint

I played around with this a little more and now have the hand stuck in my inventory. Save attached. Here is how to reproduce it: assign two blueprints to your quickbar. One with content and one empty. take the empty blueprint and select some content for it. before saving it, right-click on the other...

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