Search found 215 matches
- Mon Jul 31, 2017 7:49 pm
- Forum: Minor issues
- Topic: [0.15.31] Window minimizing problem
- Replies: 6
- Views: 1833
Re: [0.15.31] Window minimizing problem
Thank you, it turned out I can press Win+Tab and move already running Factorio to another desktop so it stops flashing.
- Mon Jul 31, 2017 4:15 pm
- Forum: Minor issues
- Topic: [0.15.31] Window minimizing problem
- Replies: 6
- Views: 1833
Re: [0.15.31] Window minimizing problem
Consider this scenario: 1. I was playing and a Skype message appeared. 2. I paused and replied. 3. I decided to leave it minimized and fix some work issues. It could take a few hours. 4. During that I switch between different apps many times and Factorio appears as a background instead of my desktop...
- Mon Jul 31, 2017 3:26 pm
- Forum: Minor issues
- Topic: [0.15.31] Window minimizing problem
- Replies: 6
- Views: 1833
[0.15.31] Window minimizing problem
0. Have some non-maximized window opened in Windows (e.g. notepad) 1. In Factorio set full screen mode on 2. Minimize everything to desktop (Win+D) - works ok 3. Click on that another app in taskbar (e.g. notepad) to unminimize it - Factorio appears instead of your desktop, it's is impossible to min...
- Mon Jul 31, 2017 11:40 am
- Forum: Implemented Suggestions
- Topic: Save copper wire configurations in blueprints
- Replies: 11
- Views: 5482
Re: Save copper wire configurations in blueprints
Removing all wires and placing it again over already constructed entities only creates wires between the power switcher and its connected pole, but no changes to other poles.
- Mon Jul 31, 2017 9:00 am
- Forum: Mods
- Topic: [MOD 0.17] HandyHands - Autocrafting - v1.2.2 ammo & pause
- Replies: 120
- Views: 41200
Re: [MOD 0.13] HandyHands - Autocrafting - v1.2.2 ammo & pause
Hi, I have a few improvements for this mod (1.5.1 based), it'd better if you upload the source to GitHub for easier pull requests. I added the possibility to mark things to be autocrafted regardless of their presence in hotbar. When you are holding an item there is a hot key to toggle "always a...
- Mon Jul 31, 2017 7:51 am
- Forum: Implemented Suggestions
- Topic: Save copper wire configurations in blueprints
- Replies: 11
- Views: 5482
Re: Save copper wire configurations in blueprints
Do you mean placing the same blueprint over already constructed things? I tried, it doesn't do anything (with and without shift).
- Sun Jul 30, 2017 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Add more exploration! Relics, dungeons, unique drop...
- Replies: 2
- Views: 1119
Add more exploration! Relics, dungeons, unique drop...
A long time ago before biters another civ lived on the same planet. Who knows what happened to them, may be some virus transformed them into biters. Imagine yourself exploring map and seeing a dungeon entrance. You go inside and kill worms while trying to avoid relic traps . The deeper you go the mo...
- Sun Jul 30, 2017 1:31 pm
- Forum: Minor issues
- Topic: Starting on a small isle?? Read this before you post!
- Replies: 33
- Views: 35289
Re: Starting on a small isle?? Read this before you post!
Simple idea: you could start in a ghost mode and pick a place where you wonna start in a limited square.
- Sun Jul 30, 2017 1:24 pm
- Forum: Gameplay Help
- Topic: Blueprints not copying hand-made wire connections
- Replies: 8
- Views: 4088
- Sun Jul 30, 2017 1:22 pm
- Forum: Implemented Suggestions
- Topic: Save copper wire configurations in blueprints
- Replies: 11
- Views: 5482
Re: Save copper wire configurations in blueprints
Still no cables in blueprint.
Original:

Placed:

Original:

Placed:

- Sun Jul 30, 2017 1:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
- Replies: 31
- Views: 15167
Re: [0.14] [kovarex] Power Switch blueprint doesn't remember power line positions
Still no manually placed cables in blueprint. But the power switch cables are restored correctly. Not sure if it should be here but... Original: https://content.screencast.com/users/wvlad/folders/Jing/media/56df2114-3cbc-4409-a8d0-b58461fc676a/2017-07-30_1621.png Placed: https://content.screencast.c...
- Sun Jul 30, 2017 1:09 pm
- Forum: Implemented Suggestions
- Topic: [0.13] Blueprints and copper wire connections
- Replies: 5
- Views: 1982
Re: [0.13] Blueprints and copper wire connections
It's not an idea, it should be fixed. Is there an existing bugreport in or should we create it?
- Sun Jul 30, 2017 10:51 am
- Forum: Ideas and Suggestions
- Topic: Improve Basic Circuit Overview
- Replies: 11
- Views: 4190
Re: Improve Basic Circuit Overview
Still relevant, please implement this! Currently circuit networks are just unmaintainable. E.g. reverse engineering other people's circuits is impossible until you are very experienced with circuits.
- Sat Jul 29, 2017 9:11 am
- Forum: Ideas and Suggestions
- Topic: Swap input on chemical factory
- Replies: 73
- Views: 34588
Re: Swap input on chemical factory ☸
Is this still not implemented? 
- Sat Jul 29, 2017 7:19 am
- Forum: Ideas and Suggestions
- Topic: Inventory is a mess, show recent things
- Replies: 0
- Views: 385
Inventory is a mess, show recent things
TL;DR I loose items that I crafted or picked up. Show me them so I don't have to use search. What ? When the auto-sort is on I can't find where any new item appeared. When I take an item and release it "Q" I loose where it is. 1. In the inventory show most recent crafted or picked up item...
- Tue Jul 25, 2017 5:45 pm
- Forum: Mods
- Topic: [0.15.x] [WIP] Factoronics Programmable Lua Machines
- Replies: 2
- Views: 1246
Re: [0.15.x] [WIP] Factoronics Programmable Lua Machines
Cool idea, any progress?
- Tue Jul 25, 2017 12:11 pm
- Forum: Gameplay Help
- Topic: Construction robot getting stuck with sparks?
- Replies: 6
- Views: 1924
Re: Construction robot getting stuck with sparks?
Ok, I filled a bug report viewtopic.php?f=29&t=51233
- Tue Jul 25, 2017 12:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [15.30]Construction robots hang above manually placed entity
- Replies: 3
- Views: 1618
Re: [15.30]Construction robots hang above manually placed entity
Hi, here are the saves: 1. Before it happened https://1drv.ms/u/s!AhAvFYRsqyUIg6J56L5iCDYDFSktgQ There were some things around the place which I marked for deconstruction. I could accidentally mark the belt also and then cancel it. 2. After is happened https://1drv.ms/u/s!AhAvFYRsqyUIg6J4sVrvViniY5F...
- Tue Jul 25, 2017 7:45 am
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 23230
Re: [MOD 0.15] Automatic Belt (and pipe) Planner v0.11.0
Why can't I place a ghost of the planner entity? You know, you can place ghosts from map to anywhere.
- Tue Jul 25, 2017 6:20 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik] [15.30]Construction robots hang above manually placed entity
- Replies: 3
- Views: 1618
[Dominik] [15.30]Construction robots hang above manually placed entity
See this topic https://forums.factorio.com/viewtopic.php?f=18&t=51226 It is staying there pretty long. It's flying to roboport for a recharge and then gets again to the same place. https://content.screencast.com/users/wvlad/folders/Jing/media/a65e4ef0-1755-418a-a9b2-eb9c979cb62d/2017-07-25_0048....