Can confirm op. Second ug won't get replaced.
https://gfycat.com/handyfeminineantelopegroundsquirrel
Search found 315 matches
- Tue Jan 19, 2021 11:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.12] Fast replace belt & undergroud belt not working as described
- Replies: 12
- Views: 7862
- Sun Jan 03, 2021 12:24 pm
- Forum: Ideas and Suggestions
- Topic: Use SHIFT + X and SHIFT+ Y for flipping blueprints
- Replies: 4
- Views: 5106
Re: Use SHIFT + X and SHIFT+ Y for flipping blueprints
Almost...
I guess it makes more sense with german keyboard layout with x and y next to each other.
- Sat Jan 02, 2021 2:18 pm
- Forum: Ideas and Suggestions
- Topic: Use SHIFT + X and SHIFT+ Y for flipping blueprints
- Replies: 4
- Views: 5106
Re: Use SHIFT + X and SHIFT+ Y for flipping blueprints
Sure, but IMHO makes just sense with x and y as default.
- Sat Jan 02, 2021 11:50 am
- Forum: Ideas and Suggestions
- Topic: Use SHIFT + X and SHIFT+ Y for flipping blueprints
- Replies: 4
- Views: 5106
Use SHIFT + X and SHIFT+ Y for flipping blueprints
TL;DR
Use SHIFT + X and SHIFT+ Y for flipping blueprintsWhat ?
My suggestion is to use SHIFT + X and SHIFT+ Y for flipping blueprints.Why ?
It is easier to remember which axis is which. Hmm, was G vertical flip or horizontal?With the new system you always know which axis you flip.
- Thu Dec 17, 2020 1:12 am
- Forum: Implemented Suggestions
- Topic: Would it be possible to make it harder to take off armor?
- Replies: 35
- Views: 16289
Re: Would it be possible to make it harder to take off armor?
The problem could be solved, when the state of the more inventory slots would be saved on first time putting on the armor. That way it wouldn't matter how one clicks on the armor.
- Thu Dec 17, 2020 12:48 am
- Forum: Implemented Suggestions
- Topic: Would it be possible to make it harder to take off armor?
- Replies: 35
- Views: 16289
Re: Would it be possible to make it harder to take off armor?
At least the items don't spill onto belts any more.
That just happened in my recent playthrough. Me next to belts, wrong click on armor, when I already saw all the items happily travelling through my factory. But no, they snake nicely around the belts - best change ever!
Ah, and this madness ...
- Wed Dec 16, 2020 10:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Modded game won't load.
- Replies: 20
- Views: 12794
Re: [0.18.22] Modded game won't load.
All the performance issues got fixed for Loot Chest+ in latest versions for 1.0 and 1.1
- Wed Dec 09, 2020 1:49 pm
- Forum: Implemented Suggestions
- Topic: [1.1.4] Missing tooltip for character-button
- Replies: 2
- Views: 1922
Re: [1.1.4] Missing tooltip for character-button
Nice, thanks for that!
- Thu Dec 03, 2020 10:42 pm
- Forum: Videos
- Topic: Factorio modded gameplay
- Replies: 6
- Views: 4783
Re: Factorio modded gameplay
Luckily it happened almost at the end. Was just more of a fyi, so you know next time when returning to check it.
Good news: no complaints for episode 3
Good news: no complaints for episode 3
- Thu Dec 03, 2020 10:37 pm
- Forum: Not a bug
- Topic: [1.1.4] Shifted item-list in blueprint frame
- Replies: 1
- Views: 1071
[1.1.4] Shifted item-list in blueprint frame
I recently noticed that behavior when I was blueprinting something in a tight spot. The problem was, my view got blocked from the list being shifted outside the frame and blocking the view at the entities.
You can see that behavior pretty good in the pics. For a better visibility I pulled the frame ...
You can see that behavior pretty good in the pics. For a better visibility I pulled the frame ...
- Thu Dec 03, 2020 7:25 pm
- Forum: Implemented Suggestions
- Topic: [1.1.4] Missing tooltip for character-button
- Replies: 2
- Views: 1922
[1.1.4] Missing tooltip for character-button
When you hover over the character button there is no tooltip. I would expect there to be a tooltip with character and the hotkey "e", like you can see in 2nd pic.
Not a big thing, but for consistency sake.
Not a big thing, but for consistency sake.
- Thu Dec 03, 2020 7:03 pm
- Forum: Videos
- Topic: Factorio modded gameplay
- Replies: 6
- Views: 4783
Re: Factorio modded gameplay
Hi, just some things I noticed: the links for video 1+2 don't start at the beginning. At video 2 at https://youtu.be/pfWMpE_Bjdk?t=754, after you return, your voice is super low.
Otherwise keep em coming
Otherwise keep em coming
- Sun May 17, 2020 11:33 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Modded game won't load.
- Replies: 20
- Views: 12794
Re: [0.18.22] Modded game won't load.
Could you please test my fix, if it still happens? Thanks for your help.Klonan wrote: Sun May 17, 2020 10:58 am Well, I would say if they don't have any lootchests, don't accumulate all the positions in global
- Sun May 17, 2020 10:52 am
- Forum: Resolved Problems and Bugs
- Topic: [0.18.22] Modded game won't load.
- Replies: 20
- Views: 12794
Re: [0.18.22] Modded game won't load.
Sure, its 1.8 million Lua tables in the saves script data ...
That's... a lot... strange thing is, I just recently finished a playthrough and didn't experience any strange load behavior. Now, is there something I can do to stop this madness?
Also sorry for the inconvenience my mod caused! I ...
- Tue May 05, 2020 10:37 am
- Forum: Releases
- Topic: Version 0.18.22
- Replies: 71
- Views: 47968
Re: Version 0.18.22
I'm using a modified version of Global dark style for Stylus in Firefox. Looks like this...
That is my global view of webpages, IIRC I choose a Github like background and also changed default text color to #999
Anything else will fry my eyes
That is my global view of webpages, IIRC I choose a Github like background and also changed default text color to #999
Anything else will fry my eyes
- Thu Apr 30, 2020 6:13 pm
- Forum: Mod portal Discussion
- Topic: [Sanqui] Odd behaviour when posting mods against two major Factorio releases
- Replies: 11
- Views: 9437
Re: [Sanqui] Odd behaviour when posting mods against two major Factorio releases
Dang, good point. Maybe 100 straight or a deceptive version 19, because 18.0.0+1.0.0
- Thu Apr 30, 2020 4:18 pm
- Forum: Mod portal Discussion
- Topic: [Sanqui] Odd behaviour when posting mods against two major Factorio releases
- Replies: 11
- Views: 9437
Re: [Sanqui] Odd behaviour when posting mods against two major Factorio releases
...
Versioning is serious business it seems :lol:
I wonder if it is a big problem to implement some kind of order to the mod-portal, or just isn't a priority or wanted?
edit: sorry, was in a hurry before. Why not giving version number like 17.6, 17.7 ... that way you can stay with your ...
- Tue Apr 28, 2020 8:02 pm
- Forum: Mod portal Discussion
- Topic: [Sanqui] Odd behaviour when posting mods against two major Factorio releases
- Replies: 11
- Views: 9437
Re: [Sanqui] Odd behaviour when posting mods against two major Factorio releases
Yeah... the mod portal was never designed to work with "branching" releases like this. I'll try to make it use the latest version number-wise in most places, though.
Any news on this? Yesterday I updated my mod and didn't think of that special bahavior. Now it has version 0.16 on top and so no ...
- Fri Apr 10, 2020 2:50 pm
- Forum: Releases
- Topic: Version 0.18.18
- Replies: 52
- Views: 37634
Re: Version 0.18.18
When will this madness end? I mean these sounds get worse and worse, toally waste of time and resources! You already had the perfect sounds for the majority of things. Please revert or give us the option to do so.
- Thu Apr 09, 2020 11:08 am
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 145962
Re: [MOD 0.15] AAI Industry
Me again :)
There is a startup-warning for Jetpack mod.
41.596 Warning! Sprite at {0,0; 64x64} from __jetpack__/graphics/icons/jetpack-1.png is defined with 4 mipmap levels, but level 1 is expected to be at {64,0; 32x32} which is out of bounds of the source image.
41.596 Warning! Sprite at {0,0 ...
There is a startup-warning for Jetpack mod.
41.596 Warning! Sprite at {0,0; 64x64} from __jetpack__/graphics/icons/jetpack-1.png is defined with 4 mipmap levels, but level 1 is expected to be at {64,0; 32x32} which is out of bounds of the source image.
41.596 Warning! Sprite at {0,0 ...