Search found 660 matches
- 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.
- 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...
- 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.
Really disappointed.
- 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...
- 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...
- 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
This feature is a really important quality of life features.
Thanks
- 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.
- 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...
- 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...
- 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...
- Thu Oct 24, 2019 12:51 am
- 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
Thanks for the help. I guess I just missed it then.
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...