Search found 74 matches

by _Attila_
Sun Mar 31, 2019 3:29 pm
Forum: Releases
Topic: Version 0.17.23
Replies: 67
Views: 37845

Re: Version 0.17.23

While the devs clearly put a lot of effort into migrating old saves and trying to maintain some semblance of backward compatibility, there are times when they screw the pooch. This is one of those times, another was the renaming of the science packs and not providing a migration for blueprints that ...
by _Attila_
Thu Mar 28, 2019 5:21 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.21] Copy Entity Settings should not copy rotation
Replies: 7
Views: 2557

Re: [0.17.21] Copy Entity Settings should not copy rotation

The fact is that we had a useful feature in 0.16 (copy recipe), in 0.17 this cannot be used if the destination machine is rotated differently.
TLDR: there is now no method to reliably copy recipes from one machine to another.
by _Attila_
Tue Mar 26, 2019 10:34 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.21] Copy Entity Settings should not copy rotation
Replies: 7
Views: 2557

Re: [0.17.21] Copy Entity Settings should not copy rotation

The way it is now, this command does not seem to be very useful. The issue is that if I put down two rows of mirrored chemical plants and I set the recipe in one of them, I used to be able to copy the recipe to all the other plants. Now, I have to manually open each mirrored plant and set the recipe...
by _Attila_
Tue Mar 26, 2019 10:10 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.21] Copy Entity Settings should not copy rotation
Replies: 7
Views: 2557

[0.17.21] Copy Entity Settings should not copy rotation

In 0.16 only the recipe was copied with Copy Entity Settings (shift+RMB), in 0.17 assembler rotation is copied as well.
Nasty if you don't realize that you just connected the output pipes to the input pipes of a Chemical Plant.
by _Attila_
Fri Mar 22, 2019 7:33 pm
Forum: Releases
Topic: Version 0.17.17
Replies: 31
Views: 19060

Re: Version 0.17.17

Manually created wires should enforce the wire length restriction, but wires from blueprints should not.

This would preserve backward compatibility of blueprints, but it would also ensure that new blueprints could only be created with the wire length restriction enforced.
by _Attila_
Fri Mar 22, 2019 4:14 pm
Forum: General discussion
Topic: Why i will never play 0.17
Replies: 45
Views: 19921

Re: Why i will never play 0.17

First thing I did was set up my toolbar in 0.17 to the most common things I use in the 4 slots. The problem with this approach is that as a new player - or player of a new mod - one has no idea what the best arrangement of the items will be. So, lots of moving items around in the quick bar and lots...
by _Attila_
Fri Mar 22, 2019 11:05 am
Forum: General discussion
Topic: [Poll] Battery graphics in 0.17
Replies: 19
Views: 5037

Re: [Poll] Battery graphics in 0.17

The fact is that batteries used to be instantly recognizable from practically any distance and now they are not (almost from any distance).
by _Attila_
Wed Mar 20, 2019 5:03 pm
Forum: Modding interface requests
Topic: Detecting mouse click in quick bar
Replies: 0
Views: 484

Detecting mouse click in quick bar

I would like to extend the functionality of the Quick Bar and need to know when a mouse button is clicked on a QB slot - something like the on_gui_click does, but this only seems to work for user-created gui elements. I would like to use shift/control along with mouse click to interact with the quic...
by _Attila_
Tue Mar 19, 2019 11:09 pm
Forum: General discussion
Topic: Why i will never play 0.17
Replies: 45
Views: 19921

Re: Why i will never play 0.17

We can't mod a solution to completely fix the problems with the quick bar, because there is no event we can use on a mouse click within the quick bar.
However, I have a mod that will add newly hand crafted items to the quick bar.

Attila's QuickBar Mod
by _Attila_
Tue Mar 19, 2019 8:27 pm
Forum: Mods
Topic: [MOD 0.17] Attila's QuickBar Mod
Replies: 1
Views: 1250

[MOD 0.17] Attila's QuickBar Mod

Attila's QuickBar Mod for Factorio Version 0.17 Have you ever hand crafted an item and then had to look for it in your inventory, because you did not pre-assign a quick bar slot to it? Then this mod is for you. This mod auto-links hand crafted items to the first free quick bar slot if the item does...
by _Attila_
Mon Mar 18, 2019 1:57 pm
Forum: Resolved Problems and Bugs
Topic: [0.17.14] Fast replacing small electric pole with medium doesn't update connections
Replies: 16
Views: 7299

Re: [0.17.14] Fast replacing small electric pole with medium doesn't update connections

Since this is a quick replace, the connections should be kept as is - even though new ones could be made - AND the ghost should always show what will actually be done if the item is actually placed. imho
by _Attila_
Sun Mar 17, 2019 12:38 pm
Forum: Modding help
Topic: Detecting mouse click in Quick Bar
Replies: 0
Views: 406

Detecting mouse click in Quick Bar

I would like to extend the functionality of the Quick Bar and need to know when a mouse button is clicked on a QB slot - something like the on_gui_click does, but this only seems to work for user-created gui elements.

Is there a way to do this?

Thanks
by _Attila_
Fri Mar 15, 2019 5:27 pm
Forum: Ideas and Suggestions
Topic: Allow quickbar slot to auto-link to manually crafted item
Replies: 0
Views: 373

Allow quickbar slot to auto-link to manually crafted item

TL;DR It is tedious to have to open the inventory and find a just handcrafted item. The item should go into a quickbar slot designated for this purpose if no slot is already assigned to the item. What ? Allow the configuration of quickbar slots to auto-link items not already linked in the quickbar,...
by _Attila_
Sun Jan 06, 2019 2:58 pm
Forum: Ideas and Suggestions
Topic: Construction Exclusion for base planning
Replies: 5
Views: 2467

Re: Construction Exclusion for base planning

I think this feature would be very nice and should not be difficult to implement. 1. Place blueprint while holding a modifier key, say ALT. Display ghost in say yellow. Bots ignore yellow blueprint ghosts. 2. Select a yellow blueprint ghost area, press a key, change items in area to regular blueprin...

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