Search found 79 matches

by plepper1
Wed Apr 22, 2020 5:05 am
Forum: Ideas and Suggestions
Topic: Blueprint import with missing signals
Replies: 8
Views: 2334

Re: Blueprint import with missing signals

I have some blueprints that I made back around 0.16.something that I still use. Somewhere in the 0.17 tree, a migration removed all of the 'wood' signals from the BPs - but the combinators still show up with the other options set. They're just missing the output signal. /shrug I'm assuming some inte...
by plepper1
Wed Apr 08, 2020 7:58 pm
Forum: Releases
Topic: Version 0.18.18
Replies: 52
Views: 26135

Re: Version 0.18.18

theolderbeholder wrote:
Wed Apr 08, 2020 7:23 pm
So there is a new tier of enemies coming behind "Behemoth"? How will it be called?
Ultral...err...Biter. :lol:
by plepper1
Wed Apr 08, 2020 7:56 pm
Forum: Ideas and Suggestions
Topic: [0.18.17] Logistics Gui resets count when item selected
Replies: 3
Views: 1473

Re: [0.18.17] Logistics Gui resets count when item selected

haha! That didn't take long to move :lol:
by plepper1
Wed Apr 08, 2020 7:50 pm
Forum: Ideas and Suggestions
Topic: [0.18.17] Logistics Gui resets count when item selected
Replies: 3
Views: 1473

Re: [0.18.17] Logistics Gui resets count when item selected

Klonan wrote:
Tue Apr 07, 2020 11:48 pm
This seems like more of a request, rather than a bug
I went back and forth on that too, but overriding direct user input made me come down on the side of 'bug'.

I'm ok with this being moved to suggestions.
by plepper1
Wed Apr 08, 2020 7:45 pm
Forum: Implemented Suggestions
Topic: Character GUI tab select hotkey
Replies: 1
Views: 1293

Character GUI tab select hotkey

What Add a hotkey, such as ctrl+tab for switching the active tab within the Character GUI. gui_tab_hotkey.png Why Many of the controls in the game are already keyboard driven. In order to quickly check the logistics tab when the crafting tab was the last used, you must first press 'e', then take yo...
by plepper1
Tue Apr 07, 2020 6:09 pm
Forum: Ideas and Suggestions
Topic: [0.18.17] Logistics Gui resets count when item selected
Replies: 3
Views: 1473

[0.18.17] Logistics Gui resets count when item selected

What When you create a new Logistics request, the item is blank and the count defaults to 1. request_initial.png If I then set the count I want request_setcount.png And then pick the item request_setitem.png It resets the count to the size of a stack, forcing me to re-enter the count of items I wan...
by plepper1
Tue Apr 07, 2020 5:55 pm
Forum: Ideas and Suggestions
Topic: Control Passenger Trains from Map Mode
Replies: 4
Views: 1240

Re: Control Passenger Trains from Map Mode

I've been using this mod:

https://mods.factorio.com/mod/QoL-TempStations

It provides personal trains which you can summon to you with a hotkey.
by plepper1
Tue Apr 07, 2020 2:16 am
Forum: News
Topic: Friday Facts #341 - Audio, Artillery, Attenuation
Replies: 30
Views: 15171

Re: Friday Facts #341 - Audio, Artillery, Attenuation

Great update!
AndrewIRL wrote:
Sat Apr 04, 2020 8:11 am
That would be cool. Plenty of times in multiplayer I've been shelled, be cool to hear the whistle.
You never hear the one that gets you! :lol:
by plepper1
Sat Mar 21, 2020 2:30 am
Forum: News
Topic: Friday Facts #339 - Beacon HR + Redesign process
Replies: 216
Views: 87504

Re: Friday Facts #339 - Beacon HR + Redesign process

Also, I cannot but help to see it as some sort of turret. A fighting entity. It looks eerie. https://cdn.pastemagazine.com/www/articles/85-Best-100-Robots-in-Film-BRAIN.jpg or... https://i.ytimg.com/vi/Uf1X-bh49Lg/maxresdefault.jpg Either way, I can't wait until it fries the biters for me...
by plepper1
Thu Mar 12, 2020 4:07 am
Forum: Implemented Suggestions
Topic: Deconstruction Book
Replies: 27
Views: 8657

Re: Deconstruction Book

Oh yeah... I already +1'd this request :) Good thing I searched before requesting it lol
by plepper1
Sun Mar 01, 2020 6:44 am
Forum: Ideas and Suggestions
Topic: auto drag roboport
Replies: 21
Views: 5660

Re: auto drag roboport

I do use a blueprint to lay down the majority of my roboports - complete with power lines. when blueprints aren't the best alternative, . There have been so many times that I've had to mouse over the prior ghost and then count squares from some decorative to get the ghosts to line up for when the bo...
by plepper1
Sun Mar 01, 2020 6:02 am
Forum: Ideas and Suggestions
Topic: More Info on Hover (circuit network)
Replies: 4
Views: 991

Re: More Info on Hover (circuit network)

I use a pole to see that. I would appreciate this suggestion, but on the other hand it’s not quite logical, because what you see then is not the part of the circuit entity you are pointing to. And there are cases, where no space is left: when you use the logistic network output from a roboport. So ...
by plepper1
Sat Feb 29, 2020 5:16 pm
Forum: Ideas and Suggestions
Topic: auto drag roboport
Replies: 21
Views: 5660

Re: auto drag roboport

I'm not completely sure about the click, drag and run to build roboports idea. That is handled pretty well with a blueprint that also includes the necessary power, etc. But in the same vein, when blueprints aren't the best alternative, I WOULD love to be able to see where a ghost-roboport's logistic...
by plepper1
Sat Feb 29, 2020 5:06 pm
Forum: Ideas and Suggestions
Topic: Doodads and plants over concrete floors :(
Replies: 16
Views: 3991

Re: Doodads and plants over concrete floors :(

Didn't, once upon a time, Factorio remove the decoratives when you purposely covered them with something else? Or am I thinking of a different game... if so, it's definitely an idea. I'd love biter bodies to go away when I build on top of them. https://i.pinimg.com/originals/da/7f/99/da7f99c2bc6aaa8...
by plepper1
Sat Feb 29, 2020 4:54 pm
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: 8301

Re: QoL: Copy recipe From Assembling Machine to additional entities

Hm, yes, good point. But you also gave me the next argument: if you copy and paste then currently only the ingredients are copied, not the recipe output (already mentioned by someone? Didn’t find it). I think using the recipe output only for the storage chest and for anything else using the ingredi...
by plepper1
Sat Feb 29, 2020 6:42 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: 8301

Re: QoL: Copy recipe From Assembling Machine to additional entities

So the first time I upgrade a string of belts from yellow to red, I have 50 yellow belts sitting in central storage. The next time I have 100 yellow belts sitting in central storage... Ahh... ^ ^ but there are not so much items, where you can do that. Belts, inserters (but not all), steel chests, a...
by plepper1
Sat Feb 29, 2020 6:09 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: 8301

Re: QoL: Copy recipe From Assembling Machine to additional entities

But I do want to thank you - you made me analyze my setup and realize that I don't even need the passive provider chest. The storage chest is a good enough dumping ground between the assemblers AND it collects the unwanted extras from the bot network. storage_only.png You've saved me a lot of provid...
by plepper1
Sat Feb 29, 2020 5:49 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: 8301

Re: QoL: Copy recipe From Assembling Machine to additional entities

Hm. Well, I looked at the video. Even I still doubt that this would be a useful feature; when you know you need to upgrade, why don’t you just wait for the bots to finish? Other point: when the bots bring the belts to a central storage and you produce some 50 more belts, then the next time the bots...
by plepper1
Thu Feb 27, 2020 4:05 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: 8301

Re: QoL: Copy recipe From Assembling Machine to additional entities

I would also like to be able to paste the recipe to a wired inserter and have it default the circuit condition for that inserter. assembly_inserter_filter.png Use a constant combinator and set it to the item you want to produce, with the max amount that should be placed in the chest as negative val...

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