Search found 767 matches
- Sun Aug 16, 2020 7:00 pm
- Forum: News
- Topic: Friday Facts #360 - 1.0 is here!
- Replies: 210
- Views: 104886
Re: Friday Facts #360 - 1.0 is here!
The Spidertron surprise was brilliant! Hype is real. Instantly started a new game and rushed to the rocket. NowI start building an new megabase. Controlling everything from spidertron. Thanks for the really awesome super duper game! After so many years playing it I still enjoy every minute. Did you ...
- Sun Aug 16, 2020 6:45 pm
- Forum: Not a bug
- Topic: [1.0.0] Spidertron roboport wont activate if placed blueprint not in construction area range
- Replies: 8
- Views: 1853
Re: [1.0.0] Spidertron roboport wont activate if placed blueprint not in construction area range
When a blueprint is placed out of the spidertron's roboport's range, nothing will be built when the spiedertron gets in range of the ghost BP. Did you place the blueprint in the construction area of a roboport network? Because then robots from that network might already be assigned for the job and ...
- Sun Aug 16, 2020 10:46 am
- Forum: Won't implement
- Topic: Type-specific load order definitions and dependencies
- Replies: 9
- Views: 2141
Re: Type-specific load order definitions and dependencies
Since mods load in alphabetical order you can also skip some dependancies by giving your mod a name that starts with eg „zz“. Afaik it is also possible to add hidden optional dependencies so they are bot displayed in the mod portal and players don’t get the feeling they have to play with certain mods.
- Sat Aug 15, 2020 6:47 am
- Forum: Pending
- Topic: [1.0.0] Over half of my Achievements rolled back to a previous state
- Replies: 4
- Views: 1065
Re: [1.0.0] Over half of my Achievements rolled back to a previous state
I assume you mean the in game achievements and not the steam achievements? Do you use mods? Did you recently change which mods you use?
- Sat Aug 15, 2020 6:41 am
- Forum: Resolved Problems and Bugs
- Topic: [Klonan] [1.0.0] Start new game screenshots don't match updated graphics
- Replies: 7
- Views: 2651
- Fri Aug 14, 2020 6:45 am
- Forum: Implemented Suggestions
- Topic: Underground belts and ghost belts
- Replies: 10
- Views: 2864
Re: Underground belts and ghost belts
Good suggestion. In my experience this isn't that big of a deal, however. Ghosts are so easy to remove, it wouldn't really make such a difference imo. I also think than when placing underground belt ghosts, the second one (and additional ones) placed should rotate 180 degrees just like when placing ...
- Thu Aug 13, 2020 12:45 pm
- Forum: Modding help
- Topic: [Solved] Error in shortcuts mod
- Replies: 1
- Views: 374
Re: Error in shortcuts mod
Well it took me some hours of trial and error, learning quite a lot new stuff and it turns out it was a two line fix. I feel like it was quite an obvious mistake, but I don't thing I am qualified for such a judgement yet.
- Wed Aug 12, 2020 9:41 pm
- Forum: Modding help
- Topic: [Solved] Error in shortcuts mod
- Replies: 1
- Views: 374
[Solved] Error in shortcuts mod
I try to maintain mods.factorio.com/mod/Shortcuts for 0.18. Part of it goes way beyond my skillset, but I like the challenge. This time however, I just can't figure it out. The bug even seems to be an inheritance from the 0.17 version of the mod. The mod implements among other things shortcuts to di...
- Tue Aug 11, 2020 12:51 pm
- Forum: Gameplay Help
- Topic: 0.18.45 How to Clear blueprints
- Replies: 7
- Views: 2480
Re: 0.18.45 How to Clear blueprints
You can open the blueprint with right-click. Than there is a blue button like the create „new blueprint shortcut“ but smaller. When you click on it you can select new content for the blueprint.
- Mon Aug 10, 2020 10:00 am
- Forum: Ideas and Suggestions
- Topic: [0.18.45] "Reselect New Contents for Blueprints" defaults to "Train Stop Names" selected
- Replies: 9
- Views: 2040
Re: [0.18.45] "Reselect New Contents for Blueprints" defaults to "Train Stop Names" selected
Well than let’s hope some dev reads this.
- Mon Aug 10, 2020 7:54 am
- Forum: Implemented Suggestions
- Topic: Chopping trees without removing blueprints
- Replies: 6
- Views: 2241
Re: Chopping trees without removing blueprints
Oups, wrong link
- Mon Aug 10, 2020 7:52 am
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 35
- Views: 8598
Re: Copy/Paste to set Storage Chest Filter
But how would you set the filter ? One can't even filter chest slots. You don't need to filter individual slots. There is already the option to filter entire storage chests. Are you sure ? I'm almost certain one can't filter storage chest content (at least in vanilla), only set logistic chests as r...
- Mon Aug 10, 2020 7:19 am
- Forum: Implemented Suggestions
- Topic: Chopping trees without removing blueprints
- Replies: 6
- Views: 2241
Re: Chopping trees without removing blueprints
This is a dupe of 30192
- Mon Aug 10, 2020 7:17 am
- Forum: Ideas and Suggestions
- Topic: Enable right mouse (to mine entity) when placing blueprint
- Replies: 3
- Views: 1141
Re: Enable right mouse (to mine entity) when placing blueprint
This is a dupe of 30192
- Mon Aug 10, 2020 7:08 am
- Forum: Implemented Suggestions
- Topic: Do not cancel entity ghost when mining overlaid trees
- Replies: 2
- Views: 1575
Re: Do not cancel entity ghost when mining overlaid trees
This has been implemented. Ghost are now not deleted if you mine entities on top of them.
- Mon Aug 10, 2020 6:59 am
- Forum: Ideas and Suggestions
- Topic: Changing behavior of logistic network with items lower than 100% condition
- Replies: 10
- Views: 1851
Re: Changing behavior of logistic network with items lower than 100% condition
AFAIK there is no issue. There is. Assemblers can't craft recipes that require more than one entity-item of a kind per cycle, if some but not all of the items provided are damaged and therefore don't stack with the full health items. Change receipes, that allow different conditions of items, to onl...
- Mon Aug 10, 2020 6:31 am
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 35
- Views: 8598
Re: Copy/Paste to set Storage Chest Filter
But how would you set the filter ? One can't even filter chest slots. You don't need to filter individual slots. There is already the option to filter entire storage chests. Would love to have the ability to copy from an Assembling Machine 1/2/3 and paste onto a Storage chest to set the filter quic...
- Mon Aug 10, 2020 6:21 am
- Forum: Ideas and Suggestions
- Topic: [0.18.45] "Reselect New Contents for Blueprints" defaults to "Train Stop Names" selected
- Replies: 9
- Views: 2040
Re: [0.18.45] "Reselect New Contents for Blueprints" defaults to "Train Stop Names" selected
I am quite surprised this is considered NaB. The behaviour is very inconsistent and unexpected. To reiterate since I fear the OP was misunderstood: 1. When creating a new blueprint the flag "Train stop names" is not selected by default. 2. If you select new content for the blueprint the f...
- Sun Aug 09, 2020 10:50 am
- Forum: Implemented in 2.0
- Topic: Fix Landfill Blueprinting
- Replies: 23
- Views: 5950
Re: Blueprints with entities on top of landfill should not need to be placed more than once when building on water.
Depends what you want; there may be some situations where one of these is better than the other. Like the one I suggested lets you include landfill only under the sections of the blueprint that you want to have built on water, and not on other pieces (like walls and turrets are likely unnecessary o...
- Sun Aug 09, 2020 10:09 am
- Forum: Ideas and Suggestions
- Topic: [0.18.45] "Reselect New Contents for Blueprints" defaults to "Train Stop Names" selected
- Replies: 9
- Views: 2040
Re: [0.18.45] "Reselect New Contents for Blueprints" defaults to "Train Stop Names" selected
I am quite surprised this is considered NaB. The behaviour is very inconsistent and unexpected. To reiterate since I fear the OP was misunderstood: 1. When creating a new blueprint the flag "Train stop names" is not selected by default. 2. If you select new content for the blueprint the fl...