Search found 90 matches
- Sat Aug 11, 2018 9:39 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 52051
Re: Friday Facts #255 - Construction tools
Sounds good, but for UNDO I would restrict it to current screen/view only. Even with long reach settings. I imagine situations, where I press CTLR+Z and nothing happened. Nothing near the player... But far away, in remote factory outpost, some crucial infrastructure element just gone out of existen...
- Fri Aug 10, 2018 4:36 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 52051
Re: Friday Facts #255 - Construction tools
All nice QOL improvements :-) when it get public? ;o) anyway: so when the player presses Q, it will invoke a small selection popup next to the mouse, so the player can explicitly select what to do what about keyboard sequences: pressing one key, then another? for example: Q, Q: destroy Q, E: to inve...
- Thu Aug 09, 2018 8:19 pm
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 60070
Construction bots non-random item placing
What ? Make construction bots place items not randomly all over the blueprint but only when there is already placed item or player nearby.... Why ? Currently after placing smelter BP and having only few bots, it takes really long time before smelter can produce anyting because bots are spraying ite...
- Sat Aug 04, 2018 10:40 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 82236
Re: Friday Facts #254 - No research queue for you
im currently using auto research mod, so if research queue didnt make it to vanilla game im fine with it - thats why mods exists in first place... PS: Why not tie research queue to achievment? for ex. after firing rocket and starting new game? - new player will not get distracted by it and can enjoy...
- Sat Jul 14, 2018 8:43 am
- Forum: Ideas and Suggestions
- Topic: Copper wire automatic connection
- Replies: 7
- Views: 3190
Copper wire automatic connection
TL;DR When placing power pole connect it to nearby power poles with restriction, that new copper wire will not cross already placed copper wire connections. What ? I never like look of copper wires crossing each other, so every time when game decides to create one of these (see image) im manually r...
- Sun Jul 08, 2018 4:42 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 50
- Views: 19057
Re: I want to make suggestions, but I got links to mods!! :(
Tehnically that was my bad ... i didnt noticed that 3 year old post ... (also adding any comment to that post is .. ehm thread necrophilia? )<NO_NAME> wrote:OK, which moderator was drunk today?
- Wed Jul 04, 2018 2:23 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Edit - Ability to Zoom In/Out
- Replies: 50
- Views: 19057
Ability to zoom in to part of large blueprint
TL;DR Ability to zoom in to part of large blueprint What ? When large blueprint is shown, add ability to zoom in into part of that bp, so player can remove unwanted parts of bp without need to click that 2x2 pixel square as now ... Why ? Large blueprints are showin with large zoom factor, so they f...
- Fri May 11, 2018 5:49 pm
- Forum: Ideas and Suggestions
- Topic: Train station circuit condition based on another station state
- Replies: 0
- Views: 547
Train station circuit condition based on another station state
TL;DR Ability to hold train in station until next station on train shedule is enabled. What ? When having this type of shedule: Load stack Load Unoad stack Unoad on which stations "Load" and "Unload" get disabled via circuit network. Train will loop between stack stations. Curre...
- Tue May 08, 2018 8:42 pm
- Forum: Gameplay Help
- Topic: Train circuit condition "next station enabled"
- Replies: 10
- Views: 4630
Re: Train circuit condition "next station enabled"
!@#$ ... i didnt wanna start war over here
i think (at least for now) im resolving this by rail signal at stack exit, that turns red when all related stations are red ...
i think (at least for now) im resolving this by rail signal at stack exit, that turns red when all related stations are red ...
- Tue May 08, 2018 10:45 am
- Forum: Gameplay Help
- Topic: Train circuit condition "next station enabled"
- Replies: 10
- Views: 4630
Train circuit condition "next station enabled"
Hello, just got into train phase of the game and now need little kick in right direction :) I have train with this shedule: 1) Mine Stack - blocked by chain signal 2) Mine - wait until full 3) Smelter Stack - blocked by chain signal 4) Smelter - wait until empty My trouuble is that when Mine and Sme...
- Wed Apr 18, 2018 7:21 pm
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 37774
Re: Friday Facts #237 - Rich & interactive text
I can imagine also another usage of this:
lua can replace icon strings with code, that returns given signal and has loadstring function to execute it ...
lua can replace icon strings with code, that returns given signal and has loadstring function to execute it ...
- Tue Apr 17, 2018 3:47 pm
- Forum: Ideas and Suggestions
- Topic: Train navigation checkpoint
- Replies: 12
- Views: 4388
Re: Train navigation checkpoint
Simple workaround: 1) place train station (duh) 2) place rail signal before station 3) connect station and signal with wire 4) set station enabled state to green signal this way train will pathfind to that station, but when get close enough for rail signal to detect it (change to yellow) train stat...
- Tue Apr 17, 2018 3:43 pm
- Forum: Ideas and Suggestions
- Topic: Game Launcher
- Replies: 10
- Views: 2916
Re: Game Launcher
Agreebetrok wrote:Disgusting %)CzBuCHi wrote:probably in electron
- Mon Apr 16, 2018 5:12 pm
- Forum: Ideas and Suggestions
- Topic: Game Launcher
- Replies: 10
- Views: 2916
Re: Game Launcher
in regards of mods management and settings i think it would be possible to write custom launcher - probably in electron, because fork
- technically "only" thing we need is format of "mod-settings.dat" file ... but that is just another crazy idea of mine
- technically "only" thing we need is format of "mod-settings.dat" file ... but that is just another crazy idea of mine
- Mon Apr 16, 2018 4:58 pm
- Forum: Ideas and Suggestions
- Topic: Train navigation checkpoint
- Replies: 12
- Views: 4388
Re: Train navigation checkpoint
Simple workaround: 1) place train station (duh) 2) place rail signal before station 3) connect station and signal with wire 4) set station enabled state to green signal this way train will pathfind to that station, but when get close enough for rail signal to detect it (change to yellow) train stati...
- Mon Apr 16, 2018 4:44 pm
- Forum: This Forum
- Topic: forum cursor hard to see
- Replies: 9
- Views: 4764
Re: forum cursor hard to see
wow ... i didnt know i can change site skin ... thanks ...
PS: other skins are ugly as hell, but at least functional :/
PS: other skins are ugly as hell, but at least functional :/
- Sun Apr 15, 2018 11:01 pm
- Forum: This Forum
- Topic: Mouse invisible
- Replies: 1
- Views: 1242
Mouse invisible
Hey... im having little trouble finding mouse cursor, when i leave it inside this textarea im currently writing this text - see screenhot:
can someone tweak css in here please?
Thx
can someone tweak css in here please?
Thx
- Sun Apr 15, 2018 10:51 pm
- Forum: Ideas and Suggestions
- Topic: Ability to move combinator with wires still attached
- Replies: 7
- Views: 2331
Re: Ability to move combinator with wires still attached
One problem with moving combinators with wires attached is that all attached wires have a maximum length. This length could be exceeded for one of the wires after moving. Related thread: https://forums.factorio.com/viewtopic.php?f=6&t=52375 Drag Entities with Circuit Connections intact oh .. i ...
- Sun Apr 15, 2018 8:50 pm
- Forum: General discussion
- Topic: Rotate electric pole
- Replies: 5
- Views: 3100
Re: Rotate electric pole
You can detatch and manually attach the cables. This means the poles will rotate in a predictable way. Yes it results in a predictable result, but if OP wants the pole to be rotated in a very specific way independent from how the cables are attached then manually detaching/attaching cables doesn't ...
- Sun Apr 15, 2018 8:47 pm
- Forum: Ideas and Suggestions
- Topic: Ability to move combinator with wires still attached
- Replies: 7
- Views: 2331
Ability to move combinator with wires still attached
As title says ...
it would ease some headache when trying to fit some crazy combinator contraption into tight place
PS: maybe include all things, that can be connected with wires?
it would ease some headache when trying to fit some crazy combinator contraption into tight place
PS: maybe include all things, that can be connected with wires?