Search found 767 matches
- Sun Sep 13, 2020 3:50 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: 2797
[kovarex] [1.0.0] Right click on blueprint item doesn't close currently open blueprint
Steps to reproduce: assign at least two blueprints, upgrade or deconstruction planners to your quickbar. right-click on them after each other press e or esc The last opened blueprint will close, but the previous blueprint will open again. i would expect, that right-clicking on a different blueprint...
- Sun Sep 13, 2020 12:01 pm
- Forum: Not a bug
- Topic: [1.0.0] Entity flag "hidden" also makes it "not-blueprintable"
- Replies: 2
- Views: 762
[1.0.0] Entity flag "hidden" also makes it "not-blueprintable"
When setting the flag "hidden" to an entity not only the effects that are described here are applied but it is also no longer blueprintable. As if it would get the flag "not-blueprintable" as well.
- Sun Sep 13, 2020 11:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
- Replies: 14
- Views: 11524
[Klonan] [1.0.0] Scrap metal selectable in deconstruction planner
As you can see in the following picture you can select scrap meatal as a filter for the deconstruction planner, even though you can't get it outside the editor. scrap metal.png Also a side note since I am pretty sure you won't consider it a bug: The window fills the whole screen and has a huge scrol...
- Sun Sep 13, 2020 10:09 am
- Forum: Outdated/Not implemented
- Topic: Construction bots pickup preference
- Replies: 4
- Views: 2052
Re: Construction bots pickup preference
Boskid wrote the following in the discussion of this bug report (duplicate and not a bug) with the same request: Current solution is good for what construction bots are designed to do so it is not going to change. I therefore suggest moving this topic to Outdated/Not implemented. On topic: I agree w...
- Sun Sep 13, 2020 9:58 am
- Forum: Duplicates
- Topic: [1.0] Construction bots preferring passive provider chests over storage chests
- Replies: 8
- Views: 1641
Re: [1.0] Construction bots preferring passive provider chests over storage chests
If you feel that the wiki is lacking a good explanation on https://wiki.factorio.com/Logistic_network#Priorities_of_robots , I encourage you to enhance it yourself. See this post for information how to contribute to the wiki. On your request: I actually agree with boskid. In general I want construct...
- Sun Sep 13, 2020 8:48 am
- Forum: Duplicates
- Topic: [1.0] Construction bots preferring passive provider chests over storage chests
- Replies: 8
- Views: 1641
- Sat Sep 12, 2020 9:15 am
- Forum: Outdated/Not implemented
- Topic: Electric network cable connections saved in the blueprint
- Replies: 47
- Views: 20210
Re: Electric network cable connections saved in the blueprint
Just in case you don’t know. There seams to go something on regarding this topic. See the wiki
- Sat Sep 12, 2020 8:41 am
- Forum: Implemented Suggestions
- Topic: Allow deconstruction/other selection planners from map
- Replies: 5
- Views: 1398
Re: Allow deconstruction/other selection planners from map
I like this Idea. I think it would be much simpler though if you could just set a position in the blueprint were the cursor will be when you have the item in hand. You can do this by making a global grid of size 1 and put the center where you want the cursor to be True, but you then can’t use the g...
- Thu Sep 10, 2020 9:45 pm
- Forum: Mods
- Topic: [MOD 1.1] Shortcuts for 1.1
- Replies: 15
- Views: 6606
Re: Shortcut mod 1.0 crash
Just wanted to stop by to tell everyone that this issue shouldn't appear in version 1.0.8 anymore.
@Moderators: Also hoping one of you reads this and merges this topic with this thread: 88439
@Moderators: Also hoping one of you reads this and merges this topic with this thread: 88439
- Thu Sep 10, 2020 7:21 am
- Forum: Implemented Suggestions
- Topic: Allow deconstruction/other selection planners from map
- Replies: 5
- Views: 1398
Re: Allow deconstruction/other selection planners from map
And if you say yes it splits that blueprint automatically into 9 parts (or more) with the edges slightly overlapping to make it easier to edit it, and put it into a bp-book. With correct offset. I like this Idea. I think it would be much simpler though if you could just set a position in the bluepr...
- Wed Sep 09, 2020 5:29 pm
- Forum: General discussion
- Topic: Six legs good, Eight legs bad!
- Replies: 44
- Views: 11855
Re: Six legs good, Eight legs bad!
1. Are there any other spiders except just the spidertron involved in the game? No. Also there won’t be any Spidertron unless you build it yourself (or someone else in case you play multiplayer). If you never played the game before you shouldn’t worry. It‘ll take you some time until you can even ge...
- Sat Sep 05, 2020 3:50 pm
- Forum: General discussion
- Topic: Reuse, Repurpose, Recycle tips and tricks
- Replies: 7
- Views: 2269
- Wed Sep 02, 2020 5:04 pm
- Forum: General discussion
- Topic: Just like starting over.....
- Replies: 4
- Views: 1509
Re: Just like starting over.....
Everything you need to build the base: belts, inserters, machines, power poles
- Tue Sep 01, 2020 11:39 am
- Forum: Gameplay Help
- Topic: How to get building robots to work and repair?
- Replies: 5
- Views: 911
Re: How to get building robots to work and repair?
You need to build a roboport, power it and put repair packs inside. They will then repair every damaged building inside the green construction area you see when hovering over the roboport. More info on the wiki.
- Tue Sep 01, 2020 8:59 am
- Forum: Modding interface requests
- Topic: set_shortcut_available for all shortcuts
- Replies: 1
- Views: 621
Re: set_shortcut_available for all shortcuts
Maybe a bit of context why this would be useful helps ;) Modded shortcuts often only make sense if you have researched a specific technology. For example a shortcut for the Module Inserter mod in my eyes only makes sense if you have modules researched. But you can't use the following script since th...
- Tue Sep 01, 2020 8:23 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] Alt view arrows missing on blueprinted ghosts with unresearched recipe
- Replies: 3
- Views: 2920
- Mon Aug 31, 2020 4:29 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.0.0] Alt view arrows missing on blueprinted ghosts with unresearched recipe
- Replies: 3
- Views: 2920
[Rseding91] [1.0.0] Alt view arrows missing on blueprinted ghosts with unresearched recipe
Entity ghosts like chemical plants or refineries are missing the blue fluid input/output arrows when they are placed with a blueprint with recipes you haven't researched yet. Steps to reproduce: Start a new game Toggle alt-mode Place down the blueprint below. The machines on the left have the blue a...
- Sun Aug 30, 2020 9:09 am
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503173
Re: Simple Questions and Short Answers
If my storage tanks for crude oil are full, and my oil refinery is working at maximum capacity, then will the pumpjacks keep producing oil and wasting it if it has nowhere to go? No. Don’t worry. Pumpjacks will just stop producing if the pipes in front of them are full. Just like mining drills with...
- Sat Aug 29, 2020 8:29 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503173
- Sat Aug 29, 2020 2:46 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 503173