Search found 58 matches
- 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...
- 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.
- 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...
- 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?
- 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...
- 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...
- 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...
- 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....
- 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.
- 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...
- 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).
- 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...
- 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 donβt see the value for a broader playerbase, out...
- 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...
- 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...
- 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...
- 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...
- 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?
- 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?
- 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 β 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...