Search found 123 matches

by TheBloke
Mon Mar 18, 2019 11:53 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501606

Re: Simple Questions and Short Answers

Opening the UI of each machine in turn and control-clicking the modules into the module slots If I'm not mistaken, it also places them into ingredient slot. Only manually place them into each module slot. Or reset recipe, place modules, return recipe. Sorry yes you're right, I thought you could con...
by TheBloke
Mon Mar 18, 2019 11:39 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501606

Re: Simple Questions and Short Answers

Sorry, I unsuccessfully formulated my problem. Modules are fast-inserted as material, while I want to insert them into module slots. Yeah there's no quick solution for that. There are mods that can allow adding and removing modules quickly from any building, such as Module Requestor . In the vanill...
by TheBloke
Sun Mar 17, 2019 8:45 am
Forum: Gameplay Help
Topic: A Long Guide to the Fantastic New Quickbar (0.17)
Replies: 14
Views: 19959

Re: A Long Guide to the Fantastic New Quickbar (0.17)

Ok, so how does one remove an item if they are on a Mac? "Existing links can be removed by clicking Middle mouse button on the slot." Mac's don't come with middle mouse buttons and I've not been able to find where I can change this. I can't find it listed in the control override menu. -ji...
by TheBloke
Sat Mar 16, 2019 9:23 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501606

Re: Simple Questions and Short Answers

Is there a way to pin the inventory/crafting menu to a position? i dont want it to open always in the middle of the screen and blocking my view. thanks. anyone? :? No, UIs always appear in a default position each time they open. And this is true even now that 0.17 allows us to open the UI of a new ...
by TheBloke
Fri Mar 15, 2019 2:32 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501606

Re: Simple Questions and Short Answers

Psychobab wrote:
Fri Mar 15, 2019 1:53 pm
how to pickup goods dirctly on a conveyor? I think i tried all the keybord keys and it didn't work.
F is the default key to pick up stuff on the ground, and this works for belts too as long as you're fairly close to them or standing on them yourself.
by TheBloke
Wed Mar 13, 2019 11:19 am
Forum: Resolved Problems and Bugs
Topic: [Anton] [0.17.9] Can't scroll through blueprint book on MacOS
Replies: 7
Views: 4136

Re: [0.17.9] Can't scroll through blueprint book on MacOS

I'm having this problem on macOS (10.14.1 Mojave) as well. I confirmed that I was seeing what RSeding mentioned: that Shift + wheel is mapped to left/right in macOS, and that there's no standard OS way to change this. This problem is unique to using a mouse; the trackpad is unaffected. What I did fi...
by TheBloke
Mon Mar 11, 2019 6:53 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.10] Crash - related to blueprint
Replies: 13
Views: 6707

Re: [0.17.10] Crash - related to blueprint

yes tiles. i use localizzed game =) What about blueprint with ground only? That's also working for me: Screenshot of BP containing only landfill It's not longer possible to blueprint the ground (eg grass, desert, sand.) In 0.17.9 and before you could blueprint grass-1 and it showed up the same as l...
by TheBloke
Mon Mar 11, 2019 6:48 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.10] Crash - related to blueprint
Replies: 13
Views: 6707

Re: [0.17.10] Crash - related to blueprint

Rseding91 wrote:
Mon Mar 11, 2019 6:46 pm
Thanks for the report. It's now fixed for the next version of 0.17.
Thanks!
by TheBloke
Mon Mar 11, 2019 6:47 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.10] Crash - related to blueprint
Replies: 13
Views: 6707

Re: [0.17.10] Crash - related to blueprint

also, blueprints have not ability to check/uncheck items/blocks. And cannot create blueptint with blocks only. By blocks do you mean tiles? I haven't seen an issue with blueprinting tiles (eg refined concrete, landfill, etc) and if I make a BP that contains both entities and tiles, I see the Tiles ...
by TheBloke
Mon Mar 11, 2019 6:32 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.10] Crash - related to blueprint
Replies: 13
Views: 6707

Re: [0.17.10] Crash - related to blueprint

I also have a crash when closing a newly captured blueprint by cancelling it (escape or E), rather than clicking the tick to accept it. Platform: macOS Mojave, 10.14.1 Game: 0.17.10 standalone, in-game updated from 0.17.9 Steps: 1. Create a blueprint 2. Press escape or E to close the BP window, rath...
by TheBloke
Mon Mar 11, 2019 6:17 pm
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.17.10] MOD RELATED New Shortcut bar shortcuts appear duplicated under Controls->Mods->Base mod
Replies: 2
Views: 2287

[Oxyd] [0.17.10] MOD RELATED New Shortcut bar shortcuts appear duplicated under Controls->Mods->Base mod

UPDATE: Further testing has confirmed that this is definitely connected to mods. Firstly I disabled the mod Picker Equipment Keys and this caused "Toggle equipment movement bonus" to appear in Controls->Game as it should be. And it works fine in-game. This still left the section Controls->...
by TheBloke
Mon Mar 11, 2019 9:57 am
Forum: Gameplay Help
Topic: A Long Guide to the Fantastic New Quickbar (0.17)
Replies: 14
Views: 19959

Re: A Long Guide to the Fantastic New Quickbar (0.17)

Thanks everyone for the new kind comments, it's really pleasing to know the guide is helpful. And yes I added most of this content (the non-tutorial aspects of it) to the Wiki which should now be considered the master version. Sorry, I should have mentioned that earlier. Also, I've just made an edit...
by TheBloke
Sat Mar 09, 2019 5:42 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501606

Re: Simple Questions and Short Answers

Sorry if I boter you, but what's the way to "build" a "buffer" of items for personal use? I want to make a "storage" where put something of the most used items available only for me, but with priority over the normal logistic network. I've thought that buffer chests ca...
by TheBloke
Fri Mar 08, 2019 3:53 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
Replies: 53
Views: 15956

Re: [0.17.x] Save and Load Quickbar Layouts like blueprints

To tide you over, or replace the need entirely(maybe?), I wrote a mod that works like blueprint strings but for the quickbar. You can take a look here. Well done, Therenas! I'm in the process of installing it right now. I would say that I do feel that this should still be in vanilla. In fact I'm ta...
by TheBloke
Tue Mar 05, 2019 2:24 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42843

Re: BPs with landfill / building on water: two ideas for greatly improving the user experience

Tis might be something from mods. Landfill paintings most likely as it adds the landfill types for non-grass terrains. I always get the tiles option and any existing tiles are converted into the coresponding landfill type. Yeah I think you must be using a mod. This is definitely not the case in van...
by TheBloke
Tue Mar 05, 2019 11:18 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1642
Views: 501606

Re: Simple Questions and Short Answers

Thrall wrote:
Tue Mar 05, 2019 11:03 am
Can anybody tell me, if the tooltip in the miners and the minimap, which shows the expected amount of ore, is calculated with or without the mining productivity bonus ?
It's the actual amount in the ground, ie. without any productivity bonuses applied.
by TheBloke
Tue Mar 05, 2019 9:55 am
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42843

Re: BPs with landfill / building on water: two ideas for greatly improving the user experience

OK I think maybe I finally understand what you're seeing! A bug was raised in 0.17 saying that Grass-1 tiles show up as landfill in a BP . But the devs marked it 'not a bug'. So yes, if you can place your original design down on an area that contains only grass-1 tiles, you could blueprint it there ...
by TheBloke
Mon Mar 04, 2019 11:26 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42843

Re: BPs with landfill / building on water: two ideas for greatly improving the user experience

Still no need to place anything on landfill. - Start a Sandbox game, ideally turn off all the water. - Place old blueprint anywhere (except where the starting area lake is) - Make new blueprint with the "tiles" option checked - Optionally edit out tiles you don't need to be landfilled - D...
by TheBloke
Mon Mar 04, 2019 9:36 pm
Forum: Implemented in 2.0
Topic: Automatically landfill when placing blueprints/ghosts
Replies: 89
Views: 42843

Re: BPs with landfill / building on water: two ideas for greatly improving the user experience

Except I still don't see your need to first create a stretch of 100% landfill. The original stretch of rail lines already has land everywhere it needs to be. So you blueprint that again with tiles enabled. Done. Ok, not here because of your stone walkway. You need a blueprint with all the stone wal...

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