Search found 767 matches

by ickputzdirwech
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 ...
by ickputzdirwech
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 ...
by ickputzdirwech
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.
by ickputzdirwech
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

jaygridley wrote:
Sat Aug 15, 2020 5:02 am
I had almost all achievements complete.
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?
by ickputzdirwech
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

Re: [1.0.0] Start new game screenshots don't match updated graphics

Dev-iL wrote:
Sat Aug 15, 2020 5:13 am
You're talking about "Tips and Tricks", right? I think this is a known issue.
Pretty sure OP means the little pictures in the "Start new game"-menu. (Launch Factorio -> click "single player "-> click "new game")
by ickputzdirwech
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 ...
by ickputzdirwech
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. :D
by ickputzdirwech
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...
by ickputzdirwech
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.
by ickputzdirwech
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...
by ickputzdirwech
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.
by ickputzdirwech
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...
by ickputzdirwech
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...
by ickputzdirwech
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...
by ickputzdirwech
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...
by ickputzdirwech
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...

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