Search found 170 matches
- Thu Feb 28, 2019 9:59 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: User Preferences
- Replies: 1
- Views: 632
Re: Suggestion: User Preferences
For Toolbar setup, please see this suggestion thread: viewtopic.php?f=6&t=65549
- Thu Feb 28, 2019 9:58 pm
- Forum: Ideas and Suggestions
- Topic: Suggestion: Repair Tools by armor
- Replies: 7
- Views: 1589
- Thu Feb 28, 2019 2:11 pm
- Forum: Ideas and Suggestions
- Topic: 0.17 problem: items not appear on toolbar after pickup
- Replies: 18
- Views: 3557
Re: 0.17 problem: items not appear on toolbar after pickup
I think toolbar blueprints will solve this "problem". Actually, it isn't a problem. You just need to get used to new toolbar. It is an absolutely different entity now. You don't need to add/remove items often. Just configure handy layout once and use it. Shameless link for the tool/quickb...
- Thu Feb 28, 2019 2:02 pm
- Forum: Ideas and Suggestions
- Topic: Escape Key functionality and "clear item from hand"
- Replies: 5
- Views: 1476
Re: Escape Key functionality and "clear item from hand"
I wish more people bothered to check the controls / keybinds before playing a new game. There's a lot of important stuff in there...
- Thu Feb 28, 2019 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 13072
- Thu Feb 28, 2019 1:56 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 53
- Views: 15856
- Thu Feb 28, 2019 11:21 am
- Forum: Ideas and Suggestions
- Topic: Car aligns to cardinal directions
- Replies: 32
- Views: 13072
Re: Cardinal/InterCardinal driving accuracy mode on 0.17 shortcut bar.
After switching this driving mode the car/tank would turn to next defined direction, obeying turn radius and speed, after a single press of A or D. It would make driving in multiplayer much easier and more enjoyable, as well as allow efficient construction of belts, roads, etc. In my opinion the be...
- Thu Feb 28, 2019 11:17 am
- Forum: Ideas and Suggestions
- Topic: Shortcut for Set Filter
- Replies: 6
- Views: 1636
Re: Shortcut for Set Filter
Yes, my laptop doesn't have a middlemouse button. Thanks for the workaround but we shouldn't have to use one in the first place. Especially since I don't see any reason to force this shortcut to be mouse related. Just let me use '!' or whatever :) +1 Yeah, sorry, I didn't read your entire post befo...
- Thu Feb 28, 2019 11:11 am
- Forum: Ideas and Suggestions
- Topic: Shortcut for Set Filter
- Replies: 6
- Views: 1636
Re: Shortcut for Set Filter
Does your laptop have left and right mouse buttons? I'm assuming you meant that your laptop doesn't have a dedicated middle mouse button. A quick google of "middle mouse click without mouse" led to this site: https://www.maketecheasier.com/simulate-middle-click-touchpad-windows10/ which of...
- Thu Feb 28, 2019 11:05 am
- Forum: Ideas and Suggestions
- Topic: Quickbar
- Replies: 3
- Views: 1134
Re: Quickbar
2. Quickbar gets very messy if you do not put an item back exactly where it was before. Meaning, you can same item (or a link to inventory, you name it) in every quickslot. I would prefer if it the original position would simply disappear when the item is placed elsewhere on quickbar (as it was pre...
- Thu Feb 28, 2019 11:02 am
- Forum: Ideas and Suggestions
- Topic: Better mechanism for hand building over ghosts before robots
- Replies: 52
- Views: 12118
Re: Idling player should delete/place ghosts in reach
Very similar to a suggestions the devs have rejected : https://forums.factorio.com/viewtopic.php?f=71&t=62293 I've also seen it several times within other discussions. Hope that the devs change their mind :) I was hoping for a key to fill in the ghosts, so that you could hold it and drag over l...
- Thu Feb 28, 2019 10:58 am
- Forum: Ideas and Suggestions
- Topic: Main menu labels
- Replies: 5
- Views: 1051
Re: Main menu labels
As a native speaker, and English is the only language I know, your spelling and grammar are fine. You make several good points with that first post and I agree that the UI could be a lot better.
- Thu Feb 28, 2019 9:26 am
- Forum: Ideas and Suggestions
- Topic: [0.17.2] Allow disabling "x is in the way" error text
- Replies: 8
- Views: 2650
Re: [0.17.2] Allow disabling error text
I'm about 8 hours into a singleplayer railworld and this 'feature' is still incessantly annoying. At the very least, using an existing entity for proper spacing of new entities of the same type should NOT generate these errors.
- Thu Feb 28, 2019 9:20 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Add recently used slot to toolbar
- Replies: 8
- Views: 1217
Re: [0.17] Add recently used slot to toolbar
Brilliant. This would be awesome.
- Thu Feb 28, 2019 9:19 am
- Forum: Ideas and Suggestions
- Topic: 0.17 "Infinite" Research
- Replies: 3
- Views: 1020
Re: 0.17 "Infinite" Research
Perhaps a toggle in the queue? Have a clicky 'repeat if possible'.
- Thu Feb 28, 2019 9:18 am
- Forum: Ideas and Suggestions
- Topic: [0.17.2] Screenshot button
- Replies: 5
- Views: 1394
Re: [0.17.2] Screenshot button
Would be nice to have a regular hotkey for screenshots. Integrate it into the PrtScr key, even.
- Thu Feb 28, 2019 9:12 am
- Forum: Ideas and Suggestions
- Topic: 0.17 - Quick bar item removal
- Replies: 5
- Views: 984
Re: 0.17 - Quick bar item removal
Holding an item and middleclicking a slot should directly replace the filter. Right now, it takes two middle clicks.
- Thu Feb 28, 2019 9:08 am
- Forum: Ideas and Suggestions
- Topic: Behemoth worms?
- Replies: 9
- Views: 3695
Re: Behemoth worms?
Remember that worms are dodgeable with the new combat mechanics, especially if you're moving quickly.featherwinglove wrote: βSun Sep 24, 2017 7:29 pmAnd they can one-shot you in the first two armor tiers. I doubt they'd be appreciated in vanilla. Especially without the Bob's Warfare sniper turrets.
- Thu Feb 28, 2019 8:59 am
- Forum: Ideas and Suggestions
- Topic: [0.17.2] Allow Selectively Disabling/Enabling Terrain Types
- Replies: 0
- Views: 386
[0.17.2] Allow Selectively Disabling/Enabling Terrain Types
In 0.16.x, we could create an all desert or all grassland world by setting the other terrain types to <none> in the world generation. In 0.17.x, we can only make the other terrain types less likely to generate. I preferred being able to disable terrain types that I didn't want to see in a world. Cou...
- Thu Feb 28, 2019 8:55 am
- Forum: Ideas and Suggestions
- Topic: [0.17] Allow frequency sliders to be set to 0 for disablable items
- Replies: 7
- Views: 1601