Search found 74 matches
- Sun Mar 31, 2019 3:29 pm
- Forum: Releases
- Topic: Version 0.17.23
- Replies: 67
- Views: 40961
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 ...
- 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: 2956
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.
TLDR: there is now no method to reliably copy recipes from one machine to another.
- 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: 2956
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...
- 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: 2956
[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.
Nasty if you don't realize that you just connected the output pipes to the input pipes of a Chemical Plant.
- Fri Mar 22, 2019 7:33 pm
- Forum: Releases
- Topic: Version 0.17.17
- Replies: 31
- Views: 20312
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.
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.
- Fri Mar 22, 2019 4:14 pm
- Forum: General discussion
- Topic: Why i will never play 0.17
- Replies: 45
- Views: 21771
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...
- Fri Mar 22, 2019 11:05 am
- Forum: General discussion
- Topic: [Poll] Battery graphics in 0.17
- Replies: 19
- Views: 5640
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).
- Wed Mar 20, 2019 5:03 pm
- Forum: Modding interface requests
- Topic: Detecting mouse click in quick bar
- Replies: 0
- Views: 551
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...
- Tue Mar 19, 2019 11:09 pm
- Forum: General discussion
- Topic: Why i will never play 0.17
- Replies: 45
- Views: 21771
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
However, I have a mod that will add newly hand crafted items to the quick bar.
Attila's QuickBar Mod
- Tue Mar 19, 2019 8:27 pm
- Forum: Mods
- Topic: [MOD 0.17] Attila's QuickBar Mod
- Replies: 1
- Views: 1413
[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...
- 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: 8002
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
- Sun Mar 17, 2019 12:38 pm
- Forum: Modding help
- Topic: Detecting mouse click in Quick Bar
- Replies: 0
- Views: 463
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
Is there a way to do this?
Thanks
- 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: 447
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,...
- Sun Jan 06, 2019 2:58 pm
- Forum: Ideas and Suggestions
- Topic: Construction Exclusion for base planning
- Replies: 5
- Views: 2766
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...