Search found 141 matches
- Sat May 30, 2020 5:45 am
- Forum: Ideas and Suggestions
- Topic: Blueprint GUI - Return the [Import String] button
- Replies: 1
- Views: 575
- Tue Mar 31, 2020 5:43 am
- Forum: Modding discussion
- Topic: problem with LuaTechnology.level
- Replies: 5
- Views: 1649
Re: problem with LuaTechnology.level
There was a similar discussion for this topic. Perhaps it is helpful for ypu:
LuaTechnology.level is not consistent
LuaTechnology.level is not consistent
- Sun Mar 22, 2020 10:27 am
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 17444
Re: Version 0.18.14
I like Zanostra also miss the button to import blueprint strings in the blueprint GUI. For me it is natural to look there for it at first. And please unlook it again from the beginning of the game and not after the research of logistic.
- Sun Mar 22, 2020 7:34 am
- Forum: Outdated/Not implemented
- Topic: Change the name of "steel plate" to "iron beam"
- Replies: 21
- Views: 5741
Re: Change the name of "steel plate" to "iron beam"
In my opinion steel should be kept in the name of the steel_plates to have a better differ to the iron plates. So I would prefer "steel beam" as the name instead of "steel plate". And if only the en locale and not the name of the item itself would be changed then mods referring t...
- Fri Mar 20, 2020 11:30 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9798
Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
I have issuse with the idea, as crafting items is in my opionion one of the main features of factorio. If I can use different items without crafting them this feels worong for me. And where will you stop? Do the same with power poles, belts, assembling machines or inserters? No, I don't want this.
- Fri Mar 20, 2020 9:31 am
- Forum: Ideas and Suggestions
- Topic: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
- Replies: 41
- Views: 9798
Re: Game Design: Make Hazard Concrete just a "Rotation" or "Shift-Scrollwheel" of regular Concrete.
I also don't like this idea. I have no problem handling with concrete and hazard concrete. And evan if I replace the hazard concrete and there ist no fürther use for it at the moment, so what? I don't care. I store it and use it again if I need it. And most of the time I let use it by constraction r...
- Wed Mar 18, 2020 8:37 pm
- Forum: Releases
- Topic: Version 0.18.14
- Replies: 30
- Views: 17444
Re: Version 0.18.14
You can import BP strings using "Import string" from the shortcut bar. But I would prefer the Imput string button back in the BP GUI.brunzenstein wrote: ↑Wed Mar 18, 2020 8:03 pmI cannot import BP files anymore as the dedicated tabs / buttons are missing
- Sun Mar 08, 2020 7:10 am
- Forum: Ideas and Suggestions
- Topic: Increase rail cost
- Replies: 11
- Views: 2907
Re: Increase rail cost
In my opinion it is one of the main features of factorio to play your own style. To limit this only because someone does not like the style others play factorio and how they build up their rail system is no reason to increase the cost of rails. So you get a nope from me, too.
- Mon Feb 17, 2020 6:31 pm
- Forum: Mods
- Topic: [MOD 0.17 - 1.1] Picklocks Inserter
- Replies: 19
- Views: 6235
Re: [MOD 0.17 - 0.18] Picklocks Inserter
Released V1.18.1:
Due to performance reasons added a delay of 120 ticks for inserters marked by cleanup planer before it will be cleared again after it was successful cleared.
Due to performance reasons added a delay of 120 ticks for inserters marked by cleanup planer before it will be cleared again after it was successful cleared.
- Tue Jan 28, 2020 8:37 am
- Forum: Ideas and Suggestions
- Topic: Display train's ID number on scheduler UI
- Replies: 15
- Views: 4562
Re: Display train's ID number on scheduler UI
You can read out the train IDs on train stations und work with them with combinators. For example you can make a circuit to load / unload items depending on the train ID.
- Tue Jan 28, 2020 6:24 am
- Forum: Ideas and Suggestions
- Topic: Display train's ID number on scheduler UI
- Replies: 15
- Views: 4562
Re: Display train's ID number on scheduler UI
+1
To see the train ID in the train UIs would be helpful for me, too.
In areas with radars you can zoom in the map and hover over the train. Then you see the train tool tip with the train ID. But to see it direct in the train UI would be faster and easier.
To see the train ID in the train UIs would be helpful for me, too.
In areas with radars you can zoom in the map and hover over the train. Then you see the train tool tip with the train ID. But to see it direct in the train UI would be faster and easier.
- Wed Jan 22, 2020 12:17 pm
- Forum: Mods
- Topic: [MOD 0.17 - 1.1] Picklocks Inserter
- Replies: 19
- Views: 6235
Re: [MOD 0.17] Picklocks Inserter
Updated mod for game version 0.18 with V1.18.0.
- Thu Jan 09, 2020 3:54 pm
- Forum: Ideas and Suggestions
- Topic: Pin random seeds
- Replies: 1
- Views: 659
Re: Pin random seeds
You can save your map seed and all map settings by using the button "Export map exchange string" at the bottom right of the map generator gui. If you only want to save the seed number you can do it by selecting the seed and then press ctrl + C (on Windows based systems). But a possibility ...
- Sun Dec 29, 2019 7:29 am
- Forum: General discussion
- Topic: Science Pack Names
- Replies: 13
- Views: 5107
Re: Science Pack Names
Voted color, as I usually use the colors for the science packs.
- Thu Dec 26, 2019 2:04 pm
- Forum: Mods
- Topic: [MOD 0.17 - 1.1] Picklocks Inserter
- Replies: 19
- Views: 6235
Re: [MOD 0.17] Picklocks Inserter
Fixed the reported issues with V1.0.1. See start post for details. @PyroFire : Thanks for your Post. You were right, I didn’t need the event on_player_crafted_item. I do not use it anymore. This was a part of fixing the reported issues and avoids other misbehaviours. As well as I did not have any pe...
- Wed Dec 25, 2019 7:36 pm
- Forum: Mods
- Topic: [MOD 0.17 - 1.1] Picklocks Inserter
- Replies: 19
- Views: 6235
Re: [MOD 0.17] Picklocks Inserter
Added the following reportet issues to start post.
- When crafting something it will cycle each item through your hand (cursor).
- Anything you craft is automatically duplicated, producing 2 of the crafted item.
- Sun Dec 22, 2019 4:18 pm
- Forum: Mods
- Topic: [MOD 0.17 - 1.1] Picklocks Inserter
- Replies: 19
- Views: 6235
[MOD 0.17 - 1.1] Picklocks Inserter
Type: Mod Name: Picklocks Inserter Description: This mod prevents Inserters to get stuck holding Items. License: GNU GPLv3 Version: 1.110.7 Release: 07.03.2024 Tested with-Factorio-version: 1.1.104 Download: mods.factorio.com Download-Url: https://mods.factorio.com/mod/Picks-Inserter Category: Utili...
- Sun Dec 22, 2019 12:21 pm
- Forum: Ideas and Suggestions
- Topic: New Quickbar
- Replies: 19
- Views: 5158
Re: New Quickbar
I also like the new quickbar more than the old one. I also hope the developers will keep the new quickbar.
- Tue Nov 26, 2019 6:18 am
- Forum: Ideas and Suggestions
- Topic: [GUI update] Accumulator should indicate charge level on GUI
- Replies: 2
- Views: 1278
Re: [GUI update] Accumulator should indicate charge level on GUI
+1 from me. This is a good idea,
- Sat Nov 23, 2019 9:48 pm
- Forum: Gameplay Help
- Topic: Construction Robots
- Replies: 4
- Views: 1379
Re: Construction Robots
Hi!
To get costruction robots to repair something you need repair packs in your inventory (when you have a personal roboport) or within a roboport.
To get costruction robots to construct something you have to place a ghost or a blueprint within the construction area of a roboport.
To get costruction robots to repair something you need repair packs in your inventory (when you have a personal roboport) or within a roboport.
To get costruction robots to construct something you have to place a ghost or a blueprint within the construction area of a roboport.