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by factoriouzr
Sun Jul 26, 2020 5:30 pm
Forum: Ideas and Suggestions
Topic: [0.18.36] Show all items in selection lists should work for logistics and factories
Replies: 0
Views: 670

[0.18.36] Show all items in selection lists should work for logistics and factories

"Show all items in selection lists" option should work for logistics requester slots and recipes set on factories.
by factoriouzr
Thu Jun 25, 2020 12:00 pm
Forum: Releases
Topic: Version 0.18.32
Replies: 36
Views: 24572

Re: Version 0.18.32

Show only unlocked items in filter selection (inventory and quickbar) and logistic/trash requests. Other selections like signal selection/upgrade selection are not affected. New interface settings (off by default) bypasses this and allows the player to see all items as before. This is a step backwa...
by factoriouzr
Fri May 22, 2020 6:13 pm
Forum: News
Topic: Friday Facts #348 - The final GUI update
Replies: 143
Views: 54487

Re: Friday Facts #348 - The final GUI update

I'm really disappointed that you are pushing the blueprint library improvements till later. This was the most important change in my opinion. This was the thing that needed the most improvement, and after waiting for years for this, you are still pushing it out.

Really disappointed.
by factoriouzr
Wed May 20, 2020 2:31 pm
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 26684

Re: Friday Facts #347 - New hope demo levels

Where is SPIDERTRON? This has been discussed some weeks back: I am trying to hype people up for disappointment so that when 1.0 is released, they can be pleasantly suprised they are not disappointed as much as they thought they would be. (But for real, Spidertron is not coming in 1.0 nor before) so...
by factoriouzr
Wed May 20, 2020 11:37 am
Forum: News
Topic: Friday Facts #347 - New hope demo levels
Replies: 54
Views: 26684

Re: Friday Facts #347 - New hope demo levels

This is all great guys, but where are the gameplay improvements? Where are the blueprint library improvements, the ability to put down blueprints and keep recipes set on assembly machines that aren't yet researched, where is the ability to add and remove robots from roboports that are full with robo...
by factoriouzr
Thu Feb 20, 2020 5:49 pm
Forum: Implemented Suggestions
Topic: [0.17.4] allow updating / re-taking blueprints and keeping icons and description
Replies: 1
Views: 1115

Re: [0.17.4] allow updating / re-taking blueprints and keeping icons and description

Can we please have this now that you guys are prioritizing other smaller features such as the poison cloud graphic.
This feature is a really important quality of life features.

Thanks
by factoriouzr
Fri Jan 24, 2020 3:45 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 63827

Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes

Please add support in the next patch release for updating existing bluepints without having to reset all the checkboxes, icons and name of the blueprint.
by factoriouzr
Fri Dec 06, 2019 5:55 pm
Forum: News
Topic: Friday Facts #324 - Sound design, Animated trees, Optimizations
Replies: 98
Views: 45694

Re: Friday Facts #324 - Sound design, Animated trees, Optimizations

This is all great. Good work everyone. With this new even framework, can you please implement the ability to set not yet researched recipes on factories especially from blueprints. It often happens that we have many blueprints built up in our library for many different things over the many many game...
by factoriouzr
Fri Oct 25, 2019 5:57 pm
Forum: Outdated/Not implemented
Topic: Allow setting recipies on factories before research
Replies: 41
Views: 14908

Re: Allow setting recipies on factories before research

Without this feature is also makes it hard to use many blueprints because if you research things in a different order then in previous games where you made the blueprint, then when you place the blueprint, some of the factories in a chain (eg. to produce a certain subset of products) will not have t...
by factoriouzr
Fri Oct 25, 2019 5:42 pm
Forum: News
Topic: Friday Facts #318 - New Tooltips
Replies: 118
Views: 47403

Re: Friday Facts #318 - New Tooltips

Since you guys are working on the GUI, can you please fix up the blueprint library. It has so many bugs. You can't put blueprints into the library at the position you want, and they just go to the bottom as an example. Makes it really hard to work with the blueprint library and get any type of organ...
by factoriouzr
Wed Oct 23, 2019 5:38 pm
Forum: This Forum
Topic: my post was deleted without reason - sorry didn't know where else to post this
Replies: 8
Views: 3016

Re: my post was deleted without reason - sorry didn't know where else to post this

I do see when I look at your posts one of the moderators merged a topic you just made into an existing topic: https://forums.factorio.com/viewtopic.php?f=6&t=28954&p=462650#p462686 and mentions why he did it. It's strange because this didn't show up anywhere. When I clicked on the bookmark ...
by factoriouzr
Wed Oct 23, 2019 1:09 pm
Forum: This Forum
Topic: my post was deleted without reason - sorry didn't know where else to post this
Replies: 8
Views: 3016

my post was deleted without reason - sorry didn't know where else to post this

I made two bug posts recently. One was moved to ideas instead of a bug (arguable, as the current system doesn't work properly, hence bug) and another was deleted without explanation. It's not nice to just delete someone's post as I was not rude at all in the post and expressed a legitimate point. Th...
by factoriouzr
Mon Oct 21, 2019 6:45 pm
Forum: Outdated/Not implemented
Topic: Allow setting recipies on factories before research
Replies: 41
Views: 14908

[0.17.72] Please set unresearched blueprints on assembly machine and other factories so it's same as all other buildings

Please set unresearched blueprints on assembly machines and other factories so it's same as all other buildings. Right now unresearched buildings are still placed as ghosts. Unresearched modules are also placed in placed buildings as blueprints. Requester chests have all their filters and limits set...
by factoriouzr
Mon Oct 21, 2019 6:41 pm
Forum: Ideas and Suggestions
Topic: [0.17] please add proper blueprint library management
Replies: 2
Views: 1432

[0.17] please add proper blueprint library management

Please add proper blueprint library management as promised almost 2 years ago now (since before 0.17.0 release). The implementation now has lots of issues such as not being able to add blueprints to a book inside the blueprint library where you choose. Awkward controls, left click to pick up a bluep...
by factoriouzr
Fri Oct 11, 2019 8:28 pm
Forum: News
Topic: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters
Replies: 65
Views: 30983

Re: Friday Facts #316 - Map editor Lua snippets & Non-colliding Biters

Please Please Please Please Please Please Please Please Please Please Please Please IMPROVE THE BLUEPRINT LIBRARY, ADD SUPPORT FOR UPDATING BLUEPRINTS WHILE KEEPING THEIR SETTINGS AND IMPLEMENT WHAT YOU PROMISED FOR THE BLUEPRINT LIBRARY/SYSTEM (ONE TO ONE AND A HALF YEARS AGO APPROXIMATELY). Everyt...
by factoriouzr
Sat Sep 28, 2019 12:39 am
Forum: News
Topic: Friday Facts #314 - 0.17 stable
Replies: 105
Views: 47626

Re: Friday Facts #314 - 0.17 stable

I'm glad stable is finally out and you guys are getting back to feature development. I have been waiting for about a year and a half or so since you announced the improvements to the blueprint library for a polished blueprint library experience and as part of this it's crucial to have the ability to...
by factoriouzr
Wed Aug 07, 2019 9:15 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 61593

Re: Friday Facts #306 - Experimental Demo

A question about the campaign and compilatron. I have seen posts that compilatron gets in the way of player building where they want. Since I have not played the campaign, is it not just implemented so it moves away when you get close kind of like companions in other games? They just try to get out ...
by factoriouzr
Wed Aug 07, 2019 9:12 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 61593

Re: Friday Facts #306 - Experimental Demo

Thanks a lot for sharing these forum links. I appreciate much you both took a moment to point out that my statements are wrong here. The mind seems selective in remembering here, my apologies. I must have been confused by the official and unofficial (annotated) roadmaps, and this sentence in fff282...
by factoriouzr
Tue Aug 06, 2019 6:04 pm
Forum: News
Topic: Friday Facts #306 - Experimental Demo
Replies: 155
Views: 61593

Re: Friday Facts #306 - Experimental Demo

[...] Yes and no. It's not like the new features have just been requested or promised. These were promised a year and a half ago. 0.17.0 was released 6 months ago. The game was stable to play a week or so after 0.17.0 was released. The Majour bugs were fixed lets say a month after release (likely l...

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