Search found 767 matches
- 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"...
- 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?
Also any chance you are increasing the size of the pen?
- 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...
- 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...
- 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".
- 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.
- 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)
- 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...
- 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...
- 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
- 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...
- 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...
- 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.
- 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 ...
- 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 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!
- 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
- 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 ...
- 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...
- 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
- 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...