Looks like you’re using the Shortcuts mod. If so disable the grid shortcut in the shortcut panel.hreintke wrote: Thu Jun 22, 2023 10:27 am Hi,
Uninteded I now have a grid visible on part of my factory.
Don't know how it was set, don't konw how I can reset.
Anyone knows hoe to remove the partial grid.
PartialGrid.PNG
Search found 797 matches
- Thu Jun 22, 2023 3:30 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1991
- Views: 748606
Re: Simple Questions and Short Answers
- Wed Jun 07, 2023 8:41 am
- Forum: Mod portal Discussion
- Topic: Improving the Mod Portal Search
- Replies: 46
- Views: 12359
Re: Improving the Mod Portal Search
It’s one of the best search panels I’ve seen!
Found a small issue though: It requires a specific type of double quotes. It didn’t accept the default of my phone set to English (“). Instead I had to use the straight one ("). Maybe it could be less strict?
Found a small issue though: It requires a specific type of double quotes. It didn’t accept the default of my phone set to English (“). Instead I had to use the straight one ("). Maybe it could be less strict?
- Mon Apr 03, 2023 9:32 am
- Forum: Modding discussion
- Topic: Gears for achievement graphics, please
- Replies: 4
- Views: 1884
Re: Gears for achievement graphics, please
With that license you can simply download the graphics from github and include them in your own mod, as long as you:
Publish your mod under the GPLv3 License as well
Include the license in your mod
Add a link to the source of the graphics in your mod
State if and how you modified the graphics in ...
Publish your mod under the GPLv3 License as well
Include the license in your mod
Add a link to the source of the graphics in your mod
State if and how you modified the graphics in ...
- Thu Jan 05, 2023 2:01 pm
- Forum: Minor issues
- Topic: [1.1.74] Relative grid position restriction in blueprints with rail is unnecessary
- Replies: 11
- Views: 3319
Re: can't setup relative grid offset if blueprint contains rails
Makes sense to me.Tooster wrote: Thu Jan 05, 2023 12:42 pm But this would also be a valid RELATIVE grid. The offset should not matter. Only the width and height should be divisible by 2.:
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- Wed Jan 04, 2023 10:39 am
- Forum: Ideas and Suggestions
- Topic: Please remove the Spidertron screen wobble
- Replies: 49
- Views: 8478
Re: Removing the Spidertron "screen jitter" on moving around.
No need to apologise in any way. Maybe you know this mod already: https://mods.factorio.com/mod/spidertron-bob-speed/discussion/632117cfacf726e913783eeb . It will stop the vertical bobbing. As mentioned in the linked discussion it doesn’t stop the vertical wobble however. And according to the mod ...
- Wed Jan 04, 2023 12:03 am
- Forum: Combinator Creations
- Topic: Signal Sorter
- Replies: 6
- Views: 3155
Re: Signal Sorter
Before I might think about a use case I would be interested what it actually does?
- Wed Nov 30, 2022 9:40 am
- Forum: Gameplay Help
- Topic: Images from Factorio
- Replies: 4
- Views: 1995
Re: Images from Factorio
Ca you replay please just yes or no?
They can’t, since it entirely depends on what exactly you are planning to do. Is it for private use only? Do you want to publish the images? In what context?
Maybe the most relevant paragraphs from the terms of service:
You are not allowed to copy ...
- Fri Nov 25, 2022 8:57 am
- Forum: Ideas and Suggestions
- Topic: Show missing ingredients in entity info
- Replies: 7
- Views: 2148
Re: Mark/show missing ingredients of assemblers
+1
I prefer the second alternative however, since it takes less vertical space.
I prefer the second alternative however, since it takes less vertical space.
- Tue Oct 25, 2022 7:12 am
- Forum: Not a bug
- Topic: [1.1.69] Item request proxy doesn't go down in some cases
- Replies: 2
- Views: 981
Re: [1.1.69] Item request proxy doesn't go down in some cases
This is not correct. If the number of requested modules matches the number of empty slots, the item request will be reduced when you insert modules manually.Rseding91 wrote: Tue Oct 25, 2022 2:08 am The request to deliver the modules is not related to anything you do manually.
- Mon Oct 24, 2022 9:16 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.69] Can't easily interact with module slots of mining drills
- Replies: 1
- Views: 738
[1.1.69] Can't easily interact with module slots of mining drills
Since mining drills only inventory are the module slots, just like beacons, I would expect that you could interact with them in the same way as with the module slots of beacons. Mainly being able to take the modules out with "ctrl-leftclick" without opening the GUI and inserters being able to insert ...
- Mon Oct 24, 2022 9:11 pm
- Forum: Implemented Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 41
- Views: 12291
Re: Create module request when placing ghost over existing building
I ran into this issue again today and it's really annoying. If you want to do anything other than simply filling all slots with the same module you pretty much have to install module inserter. Very nice mod, but implementing this suggestion would be even easier to use. Therefore a definite +1.
- Mon Oct 24, 2022 9:02 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.69] Item request proxy prevents manually inserting modules
- Replies: 1
- Views: 680
[1.1.69] Item request proxy prevents manually inserting modules
When hovering over the item-request-proxy you can't insert the requested items into the machine, which is quite counter intuitive. Especially when using "Y", since it drops the item next to the machine on the ground, instead of just doing nothing (As it would do if you tried to insert an item that ...
- Mon Oct 24, 2022 8:53 pm
- Forum: Minor issues
- Topic: [1.1.69] Floating text when upgrading modules
- Replies: 3
- Views: 1366
[1.1.69] Floating text when upgrading modules
When upgrading modules in a machine a floating text appears, with something like:
I would expect to also get a message like:-4 speed module 3 (1)
+4 speed module 2 (34)
- Mon Oct 24, 2022 8:44 pm
- Forum: Not a bug
- Topic: [1.1.69] Item request proxy doesn't go down in some cases
- Replies: 2
- Views: 981
[1.1.69] Item request proxy doesn't go down in some cases
To recreate:
- Create a beacon (or any other entity with module slots) with an item-request-proxy with a request for only one module
- Insert the requested module into the machine manually
- Observe that the item-request-proxy still requests one module
- Mon Oct 10, 2022 8:47 am
- Forum: Ideas and Suggestions
- Topic: Improve the clarity of location pings
- Replies: 2
- Views: 1257
Re: Improve the clarity of location pings
+ 1. Maybe there could be some way of telling which player made which ping and in which order. Different colors and a small counter for example
- Sat Sep 24, 2022 10:40 am
- Forum: Ideas and Suggestions
- Topic: Keep character inventory open, when walking away from other inventory
- Replies: 3
- Views: 1310
Re: Keep character inventory open, when walking away from other inventory
When I don't need the character inventory any more I just close it myself immediately. So when it is closed automatically it annoys me pretty much 100% of the time.
This is of course just my own experience. So I would be interested if any people actually rely on the "autoclosing on walking away ...
This is of course just my own experience. So I would be interested if any people actually rely on the "autoclosing on walking away ...
- Sat Sep 24, 2022 8:41 am
- Forum: Ideas and Suggestions
- Topic: Keep character inventory open, when walking away from other inventory
- Replies: 3
- Views: 1310
Keep character inventory open, when walking away from other inventory
What ?
When you open the inventory of any entity, like a chest, assembling machine or even an inserter it opens the character inventory on the left. If you walk away from the entity so that it exceeds your reach, the GUI closes. I suggest that the character inventory should stay open or rather ...
When you open the inventory of any entity, like a chest, assembling machine or even an inserter it opens the character inventory on the left. If you walk away from the entity so that it exceeds your reach, the GUI closes. I suggest that the character inventory should stay open or rather ...
- Sat Sep 24, 2022 8:27 am
- Forum: Won't fix.
- Topic: [1.1.69] Tooltip shows pollution when pollution is disabled
- Replies: 1
- Views: 1311
[1.1.69] Tooltip shows pollution when pollution is disabled
When pollution is disabled in map settings the tooltips still show the pollution production rate.
I did a search and couldn't find anything. Sorry if it has been reported already.
I did a search and couldn't find anything. Sorry if it has been reported already.
- Sat Sep 24, 2022 7:53 am
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 54
- Views: 27930
Re: [One Line Suggestions]
- unify pages /user/username and /profile/mods (at least change the target of the link in the top right corner)
- add /notifications/list and /licenses as tabs to /user/username
- Fri Sep 23, 2022 5:16 am
- Forum: Questions, reviews and ratings
- Topic: shortcuts
- Replies: 1
- Views: 1579
Re: shortcuts
Under settings-> interface -> other -> shortcut bar you can add up to two more rows to the shortcut bar for a total of 24 available shortcuts. That should be plenty. Unfortunately it’s not possible to add even more spaces to the shortcut bar with a mod, unless you create a completely new GUI.
I ...
I ...