Search found 767 matches

by ickputzdirwech
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...
by ickputzdirwech
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.
by ickputzdirwech
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...
by ickputzdirwech
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Forum: Outdated/Not implemented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 I therefore suggest moving this topic to Outdated/Not implemented.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...
by ickputzdirwech
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...
by ickputzdirwech
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
by ickputzdirwech
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...
by ickputzdirwech
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
by ickputzdirwech
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...
by ickputzdirwech
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...
by ickputzdirwech
Sat Sep 05, 2020 3:50 pm
Forum: General discussion
Topic: Reuse, Repurpose, Recycle tips and tricks
Replies: 7
Views: 2269

Re: Reuse, Repurpose, Recycle tips and tricks

conn11 wrote:
Sat Sep 05, 2020 7:07 am
What about storying anything not recyclable in the wrecked spaceship.
This is exactly what I do. Its a large pile of junk anyway :lol: (@devs: sorry, I still like it)
by ickputzdirwech
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
by ickputzdirwech
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.
by ickputzdirwech
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...
by ickputzdirwech
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

Re: [1.0.0] Alt view arrows missing on blueprinted ghosts with unresearched recipe

Zavian wrote:
Tue Sep 01, 2020 8:01 am
Placing a blueprint doesn't assign recipes that aren't unlocked yet.
True, it places a machine without a recipe. But if you directly place down a machine without a recipe it does show the arrows. This is inconsistent and I would consider it a bug.
by ickputzdirwech
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...
by ickputzdirwech
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...
by ickputzdirwech
Sat Aug 29, 2020 8:29 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 503173

Re: Simple Questions and Short Answers

Well no big deal. Just wanted to point that out before it derails completely.
Pi-C wrote:
Sat Aug 29, 2020 5:58 pm
It has happened to me before, and it certainly will happen again, that I don't know what subforum I'm in.
I can very much relate to that. :lol:
by ickputzdirwech
Sat Aug 29, 2020 2:46 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 503173

Re: Simple Questions and Short Answers

Pi-C wrote:
Fri Aug 28, 2020 8:13 am
I'm a bit confused about mod dependencies.
I feel like this is very off topic. It fits better in modding help.

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