Search found 123 matches
- Sat Apr 13, 2019 1:39 pm
- Forum: Gameplay Help
- Topic: Rail building frustration
- Replies: 3
- Views: 2203
Re: Rail building frustration
The key you're missing is 'Q' which, when pressed in rail planner mode, ends the current construction. Q is the Pipette tool, which does a few things depending on situation. Maybe you've used it elsewhere, but I'll list the uses of Q just in case: With an item or tool in the hand, it clears the hand...
- Fri Apr 12, 2019 10:54 pm
- Forum: News
- Topic: Friday Facts #290 - Rail building changes & High-res icons
- Replies: 75
- Views: 35962
Re: Friday Facts #290 - Rail building changes & High-res icons
The change to rails, while nice, annoys me a bit.. I like to force a direction for the rails to face before placing them by using the rotate function.. however with this change, being forced to hold down shift allows me to rotate only in one direction (counter-clockwise), as is normal holding shift...
- Sat Apr 06, 2019 11:54 am
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 57734
Re: Friday Facts #289 - Character GUI
This is actually really cool. The possibility to make presets and select any combination of presets. Conflict is not a problem, it would just select the maximum of the request/trash amount of each individual item mentioned in more presets. To make it clear, we are not planning this feature for now,...
- Fri Apr 05, 2019 10:02 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 57734
Re: Friday Facts #289 - Character GUI
If I had to guess, one reason this may not make it to vanilla is that is discourages end game divestment from the character as builder and supplier. The "ideal" end game scenario is for the player characters inventory to be composed mostly of blueprints and most if not all building to be ...
- Fri Apr 05, 2019 8:48 pm
- Forum: News
- Topic: Friday Facts #289 - Character GUI
- Replies: 137
- Views: 57734
Re: Friday Facts #289 - Character GUI
I was so pleased to see the new Logistic UI in today's FFF. I'd been hoping it would get a revamp along these lines and was especially glad to see it'll have a merged requests/trash UI and infinite request slots. This is going to be such a time saver for me in late-game, where before it felt like I ...
- Fri Apr 05, 2019 8:23 pm
- Forum: Implemented Suggestions
- Topic: Please have more logistics slots
- Replies: 14
- Views: 3190
Re: Please have more logistics slots
From today's FFF (289) regarding the new Logistic/Auto Trash UI: "The amount of [logistic and auto trash] slots is infinite" and, "Every slot can specify minimum (the request), maximum or any combination. " Superb! :) Merged into a single UI as we hoped, and with no limits on log...
- Sun Mar 31, 2019 10:00 pm
- Forum: Not a bug
- Topic: [0.17.23] Blueprints with buildings on landfill can't be placed on water
- Replies: 3
- Views: 3199
Re: [0.17.23] Blueprints with buildings on landfill can't be placed on water
Yeah while I'd love for this to be a bug that gets fixed, it's been like this since 0.17.0 first introduced blueprintable landfill and I've always assumed it's how it's expected to work for now. I posted a suggestion that asked for ghosts to be able to exist on water when a landfill ghost is also pr...
- Sun Mar 24, 2019 6:40 pm
- Forum: Gameplay Help
- Topic: 0.17: How to deconstruct tile ghosts?
- Replies: 4
- Views: 2730
Re: 0.17: How to deconstruct tile ghosts?
This seems to work fine. 0eNplj9EKwjAMRf8lzx1s6FT6KyKlrNksdqk0mThG/9069WH4Fk5yc+9dwGEXiSVNnfhI5h4sESbQCzCKeBr4PSOJl9n0PggmM0aHoGu1xeXwvADZsexAfMBquEYWUODJ4bMI8kWBJEQ2lpxJsbuxiRRm0L0NjGpV/ZmskDHgJ+GX5/JWcCxW2wbVr4GCR8lUCOjjrm7atj01+0POL7XlVzo= I guess I can see how it's unintuitive that "tile g...
- Sun Mar 24, 2019 1:40 pm
- Forum: General discussion
- Topic: Correct export of blueprints
- Replies: 2
- Views: 1068
Re: Correct export of blueprints
I searched the forum but I'm not sure about the results. If I want to export my blueprints is it enough to save the file "blueprint-storage.dat"? Can I later just copy the saved file to the Factorio directory to restore my blueprints? Yes this works fine. I've used this to copy my bluepri...
- Sun Mar 24, 2019 1:04 pm
- Forum: Gameplay Help
- Topic: 0.17: How to deconstruct tile ghosts?
- Replies: 4
- Views: 2730
Re: 0.17: How to deconstruct tile ghosts?
I found the same thing yesterday when doing some tests on the deconstruction planner and have just raised it as a bug . I see nothing in the changelog indicating it's an intentional change and as you say there's currently no way to remove tile ghosts without affecting entity ghosts, which is a usefu...
- Sun Mar 24, 2019 1:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.17] Deconstruction planner: Tiles->"Only" mode does not select tile ghosts?
- Replies: 1
- Views: 1721
[Rseding91] [0.17.17] Deconstruction planner: Tiles->"Only" mode does not select tile ghosts?
Versions tested : 0.17.17 (standalone) Platform tested on : macOS 10.14.1 Mojave EDIT: After discussion with ManaUser I am no longer sure if this is a bug. It's a change in behaviour from 0.16 but I don't know if that's intended or not. I've edited the following contents accordingly. 0.16 behaviour...
- Sat Mar 23, 2019 2:16 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.17] [Modded] Calling LuaInventory::sort_and_merge() on cargo wagon with locked slots spills inventory
- Replies: 1
- Views: 1653
[Rseding91] [0.17.17] [Modded] Calling LuaInventory::sort_and_merge() on cargo wagon with locked slots spills inventory
Versions tested : 0.17.17 and 0.16.51 Platform : macOS 10.14.1 Mojave Bug : Calling LuaInventory's sort_and_merge() on a cargo wagon whose inventory slots have been locked (red X) will cause the contents of those locked slots to spill to the ground and the icons on the cargo wagon to desync with th...
- Wed Mar 20, 2019 1:43 pm
- Forum: Ideas and Suggestions
- Topic: Keyboard shortcut for "Entity tooltip on the side"
- Replies: 3
- Views: 1702
Keyboard shortcut for "Entity tooltip on the side"
Please add a new keyboard shortcut that toggles on/off the setting Settings->Interface-> Entity tooltip on the side . Since this was added in 0.17 I have generally had this option enabled as I play on a 40" 4K screen and have to literally swivel my eyes to see the information at the side. But i...
- Wed Mar 20, 2019 1:40 pm
- Forum: Implemented in 2.0
- Topic: Upgrade planner for no module to module
- Replies: 17
- Views: 14765
Re: Upgrade planner for no module to module
Yeah this is a really requested feature. I see people asking about it regularly across this forum, Reddit and Discord. And I've wanted it myself a lot as well. It could be done by Upgrade Planner. It could be changing BPs to let them overwrite module configuration (same way they can overwrite circui...
- Wed Mar 20, 2019 1:33 pm
- Forum: Implemented Suggestions
- Topic: Please have more logistics slots
- Replies: 14
- Views: 3190
Re: Please have more logistics slots
I would really like this for later in the game. I don't like starting new games too often, rather I keep building on the same map for a long time, like right now I'm building a whole second base a long way from my first. As a result I regularly find that 36 logistic slots just isn't enough. I have t...
- Mon Mar 18, 2019 10:50 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 500548
Re: Simple Questions and Short Answers
Question: I removed a blueprint from the game while I had it in the shortcut bar. Now there is a big red X there that I can't seem to remove or replace with another one. What to do? EDIT: sorry, I was completely confused there You just need to middle-mouse-button to remove the red X like with any o...
- Mon Mar 18, 2019 6:17 pm
- Forum: General discussion
- Topic: New biter graphics make hunting difficult (pic)
- Replies: 17
- Views: 4847
Re: New biter graphics make hunting difficult (pic)
Wait, so do people think the devs were joking about making them cute or not? Because, although I am not arachnophobia or w/e, they are honestly creepier now than they were. Frikkin legs or something, not sure. Don't know if they were joking but yeah the legs make them look far creepier in my view. ...
- Mon Mar 18, 2019 5:47 pm
- Forum: Technical Help
- Topic: [0.17.14] Map Editor
- Replies: 1
- Views: 594
Re: [0.17.14] Map Editor
I don't know anything about the main-menu editor. But if you don't mind affecting achievements, there is an in-game editor that can do a lot of things. Just load your save as normal, then in the console type /editor You get this UI: https://i.imgur.com/hgzD4p9l.png Those icons along the top are for:...
- Mon Mar 18, 2019 5:40 pm
- Forum: Gameplay Help
- Topic: Upgrade planner modules
- Replies: 7
- Views: 3332
Re: Upgrade planner modules
I've started using the mod Module Requestor which is working OK, both for adding modules to existing machines and for removing them. It adds new planners (locked behind easy research) in which you can specify the module type you want, or leave blank for 'none', then drag over existing buildings to s...
- Mon Mar 18, 2019 12:13 pm
- Forum: Gameplay Help
- Topic: Simple Questions and Short Answers
- Replies: 1642
- Views: 500548
Re: Simple Questions and Short Answers
Yeah that could be quicker than BPing I guess. Certainly less disruption given the deconstruction has to pull all the materials out of the machines as well, so you're probably not going to want to do it with personal roboports else your inventory might get flooded. So if it's a large array it might ...