Search found 58 matches

by kbk
Sun Sep 29, 2019 10:18 pm
Forum: Technical Help
Topic: Unable to clear hotbar slots on PC
Replies: 4
Views: 1694

Re: Unable to clear hotbar slots on PC

The control is "select filter" which is middle mouse button by default. Since it is in inventory section of hotkeys and since it does quite opposite thing there ("add filter from hand stack" at first press, and only then "clear filter" at second press) would you mind a...
by kbk
Fri Sep 27, 2019 8:41 pm
Forum: Ideas and Suggestions
Topic: [0.17.69] Blueprint books sort by selected blueprint and not by book name in player inventory
Replies: 7
Views: 2160

Re: [0.17.69] Blueprint books sort by selected blueprint and not by book name in player inventory

Yeah, I too think that blueprints (and books) with non-default names should be sorted by name over contents. This should also apply to inventory-pinned blueprints/books.
by kbk
Wed Sep 25, 2019 8:39 pm
Forum: Gameplay Help
Topic: Old quickbar
Replies: 10
Views: 3356

Re: Old quickbar

in the new bar, i have inserter in place one. i place the inserter in the game and after, i have to place the inserter to another place in the bar. the inserter is now twice in the bar. ... I dont use the keyboard for Gaming. The new system unbinds 'physical' item from what's in cursor. It is quite...
by kbk
Wed Sep 25, 2019 7:10 pm
Forum: Gameplay Help
Topic: Old quickbar
Replies: 10
Views: 3356

Re: Old quickbar

You might want to reduce your active quickbars count to 1 for that in settings. If that does not help, what features of the old quickbar do you miss?
by kbk
Mon Sep 23, 2019 5:19 pm
Forum: Ideas and Suggestions
Topic: Stop inserter from automatically taking an item into an empty assembler
Replies: 3
Views: 1590

Re: Stop inserter from automatically taking an item into an empty assembler

Current inserter logic follows these rules: each inserter independently performs its own checks on demands of a drain it is pointed at a drain that is not a machine is supposed to have an input space for at least one item of any type, and infinite demand a drain that is a machine is supposed to have...
by kbk
Fri Sep 20, 2019 4:55 pm
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 3047

Re: One Wire for control circuits, colours as channels

As you can see, eventually we go full Minecraft here, Minecraft has 1 channel. Yes, redstone, but i'm talking decorative blocks here. Stairs, slabs, raw, polished, whatnot. Most came this year shortly after some 10-ish years of development slowly got "thrown out the window" in recent year...
by kbk
Fri Sep 20, 2019 2:32 pm
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 3047

Re: One Wire for control circuits, colours as channels

A potential workaround for this would be to include a "local loopback" output which feeds the output of a combinator back to the input and only applies within the domain of the combinator itself. Come on, this is starting to look like an overhaul request now :) I see the following problem...
by kbk
Fri Sep 20, 2019 2:36 am
Forum: Ideas and Suggestions
Topic: One Wire for control circuits, colours as channels
Replies: 12
Views: 3047

Re: One Wire for control circuits, colours as channels

-1 That suggestsion makes it impossible to connect a combinator to itself on one color, and to the outside with another color. Making trivial things like clocks at least two to three times bigger. Totally agree. factorio0.PNG If we make some kind of possible connections matrix, it'd look like this....
by kbk
Tue Sep 17, 2019 1:53 pm
Forum: Ideas and Suggestions
Topic: Have pumps be able to measure throughput
Replies: 5
Views: 1824

Re: Have pumps be able to measure throughput

Looks useful to me.
by kbk
Mon Sep 16, 2019 7:52 am
Forum: Technical Help
Topic: [0.17.68] Factorio wants my ssd to die =)
Replies: 4
Views: 1578

Re: [0.17.68] Factorio wants my ssd to die =)

Sorry, but I fear there's not much of Factorio in this. Without reading logs and loading saves I'd say that from my hardware experience op's problem originates on the fact that Factorio orders system to perform a write operation on a memory cell that was previously depleted by too many overwrites or...
by kbk
Fri Sep 13, 2019 1:03 pm
Forum: News
Topic: Friday Facts #312 - Fluid mixing saga & Landfill terrain
Replies: 144
Views: 64500

Re: Friday Facts #312 - Fluid mixing saga & Landfill terrain

I also was watching the boskid crusade series for quite some time now and hope that once Dominik is done ragethrowing all the tables in the office, the fluid system will eventually become solid (no pun intended).
by kbk
Sun Sep 08, 2019 1:31 am
Forum: Ideas and Suggestions
Topic: Rocket launch shouldn't be able to destroy science
Replies: 24
Views: 5571

Re: Rocket launch shouldn't be able to destroy science

Should a post 1.0 release feature offer some additional space exploration content, a special "receiver building" might be justified, currently it would only separate space science production from the silo without fixing the product destruction issue. Unfortunately, yes. That's because I'm...
by kbk
Sat Sep 07, 2019 1:24 pm
Forum: Ideas and Suggestions
Topic: Rocket launch shouldn't be able to destroy science
Replies: 24
Views: 5571

Re: Rocket launch shouldn't be able to destroy science

Sure, but with a 8 SPM Megabase is it really that much to ask to use one decider combinator per silo outputting for example to the satellite input inserter to stop unwanted launches? The op gives a working solution of a possible circuit condition. I don’t see the value for a broader playerbase, out...
by kbk
Thu Sep 05, 2019 10:07 pm
Forum: Ideas and Suggestions
Topic: Rocket launch shouldn't be able to destroy science
Replies: 24
Views: 5571

Re: Rocket launch shouldn't be able to destroy science

Space science stacks 2000 packs, with one stack per silo. A rocket launch gives you 1000 so only a third launch without drainage is deleting anything. A steel chest holds 48 stacks of anything, therefore only your 99th unobtained rocket launch is deleting science packs, this is of course if you are...
by kbk
Thu Sep 05, 2019 10:39 am
Forum: Minor issues
Topic: [0.17.67] Artillery hangs after arriving at a ctrl+click destination
Replies: 7
Views: 2563

Re: [0.17.67] Artillery hangs after arriving at a ctrl+click destination

Thanks for the report. I can see this going 1 of 3 ways: 1. We just leave it as is. "That's just how it works" 2. We change temporary train stops in some way that you describe (what other things might this break?) 3. We change artillery in some way so it doesn't try to shoot related to so...
by kbk
Thu Sep 05, 2019 9:48 am
Forum: Ideas and Suggestions
Topic: Alerts display
Replies: 11
Views: 5716

Re: Alerts display

While trying to build a speaker alert system at my base I too stumbled upon the fact that there can be just one active icon for all player-defined alerts, which makes icon setting rather useless and global playback (+polyphony?) a choice for distinguishable factory-wide alerts. Although I've nothing...
by kbk
Wed Sep 04, 2019 1:48 am
Forum: Resolved Problems and Bugs
Topic: [Twinsen] [0.17.66] GUI - blueprint peek moved when autosaving
Replies: 3
Views: 2715

Re: [0.17.66] GUI - blueprint peek moved when autosaving

This was in the game from at least 0.17.0 and I personally think of it as more of an unbug. It looks like a widget is built first and then it queues itself to dash to a more suitable position on next idle tick, which never happens until the game is saved and unpaused. Since it eventually delivers wh...
by kbk
Fri Aug 30, 2019 12:51 pm
Forum: News
Topic: Friday Facts #310 - Glowing Heat pipes
Replies: 88
Views: 40630

Re: Friday Facts #310 - Glowing Heat pipes

Well, this is so hot! Will you make unused reactor pipe stubs glow too? Or maybe insulate them visually to address the reason for them not glowing?
by kbk
Sun Aug 25, 2019 6:02 pm
Forum: Ideas and Suggestions
Topic: Show Logistic/Circuit conditions in tooltips.
Replies: 11
Views: 3283

Re: Show Logistic/Circuit conditions in tooltips.

+1 for idea but implementation suggestion looks too huge. Maybe just a field between 'Input signals' and 'Output signals' on same terms?
by kbk
Fri Aug 23, 2019 10:55 pm
Forum: News
Topic: Friday Facts #309 - Controversial opinions
Replies: 290
Views: 111881

Re: Friday Facts #309 - Controversial opinions

Please kindly behold my 0.05 P on some FFF topics :D Inserters shouldn't chase – Against. The game just feels really cozy with this in situations when low on power inserter tries to take up something from a fast belt. To me this is purely a part of an aesthetical signature of the game which makes Fa...

Go to advanced search