Search found 170 matches
- Thu Feb 28, 2019 8:54 am
- Forum: Ideas and Suggestions
- Topic: Confirm button
- Replies: 3
- Views: 837
Re: Confirm button
+1. Confirm makes no sense for this dialog.
- Thu Feb 28, 2019 8:53 am
- Forum: Ideas and Suggestions
- Topic: Master Settings / Startup ressources slider / shuffle resources
- Replies: 32
- Views: 13561
Re: Slider for all values of Frequency/Size/Richness
+1. Especially for Bobs Ores. It's possible to manually edit the presets via text editor and save them as custom but this would be much easier.
- Thu Feb 28, 2019 8:47 am
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 53
- Views: 15866
Re: [0.17.x] Ability to save Quickbar filters between games, like BP library
Semi-duplicate of my topic over here: viewtopic.php?f=6&t=65549 You went into a lot more detail, though, and I think your title is better.
- Thu Feb 28, 2019 3:42 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
- Replies: 10
- Views: 7380
Re: [0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
I think you meant 'sensitive' not 'sensible'.braiam wrote: ↑Thu Feb 28, 2019 3:18 amThis is probably related to viewtopic.php?t=65298 fix. The algo is probably too sensible.
- Thu Feb 28, 2019 1:19 am
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
- Replies: 10
- Views: 7380
Re: [0.17.2] cant place underground pipe on a tile between to normal pipe containing different fluids
Came here to make a bug report on this. Adding my own image to the thread.
- Wed Feb 27, 2019 4:39 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 53
- Views: 15866
[0.17.x] Save and Load Quickbar Layouts like blueprints
Now that the quickbar is a shortcut list rather than another inventory (that can be favorited), I suggest that we be able to save and load layouts and carry over a quickbar layout between games, rather than needing to set it up again for each new game. With 10 potential quickbars, that is a lot of o...
- Tue Feb 26, 2019 8:24 pm
- Forum: Outdated/Not implemented
- Topic: Option to go back to old quickbar
- Replies: 5
- Views: 1945
Re: Option to go back to old quickbar
Does manual rebinding not work?
- Tue Feb 26, 2019 8:21 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.2] Allow disabling "x is in the way" error text
- Replies: 8
- Views: 2650
- Tue Feb 26, 2019 7:44 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.2] Allow disabling "x is in the way" error text
- Replies: 8
- Views: 2650
[0.17.2] Allow disabling "x is in the way" error text
<insert name here> is in the way. Cannot reach. Etc. Please let us disable this error text in the options somewhere. I frequently click on an existing power pole so I can run along and get auto max spacing, click on an existing transport belt and drag, etc, and the constant error text spam is exceed...
- Tue Feb 26, 2019 7:07 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.0] Drop (Insert) Item Modifier Key
- Replies: 1
- Views: 691
[0.17.0] Drop (Insert) Item Modifier Key
With the new feature for inserting single items with the drop item key (I did notice that holding the key will repeatedly insert singles), I suggest that shift+<drop key> insert 5 of an item, or a player customizable amount. This would make gun turret creep even easier, as well as early game smeltin...
- Wed Sep 19, 2018 2:01 am
- Forum: Ideas and Suggestions
- Topic: Hotkey to allow inserting a Predefined Quantity
- Replies: 2
- Views: 805
Hotkey to allow inserting a Predefined Quantity
What if there was a hotkey combination that allowed inserting a predefined quantity of items into a machine / turret? Set the quantity to 10, hold the hotkey and click on a line of just placed turrets, and it would insert 10 ammo into each turret.
- Fri Aug 03, 2018 3:46 pm
- Forum: News
- Topic: Friday Facts #254 - No research queue for you
- Replies: 223
- Views: 82198
Re: Friday Facts #254 - No research queue for you
Is the research queue something that you could add as an optional mod, or be modded in? It may not be very relevant for vanilla Factorio, but it would be exceedingly useful for a lot of the modded games that I've played. Especially for players who have hundreds/thousands of hours in the game. It see...
- Tue Jul 10, 2018 8:17 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 55142
Re: Friday Facts #250 - Dead end conclusion
Have y'all seen this reddit thread on blueprint menu? I prefer it to blueprints as items. Why are they items, at all? I understand why they were items previously, but I think they can be abstracted, now. https://www.reddit.com/r/factorio/comments/8w3sir/my_shitty_mockup_of_how_i_think_the_blueprint...
- Fri Jun 08, 2018 4:51 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 60699
Re: Friday Facts #246 - The GUI update (Part 3)
Enemy richness was the amount of purple orbs a base dropped in the past. Its a legacy option wich can be removed :) But Im pretty sure you guys still remember if even I do ;) I thought the same for a long time (and it was a widespread assumption at the time), but last year I experimentally tested i...
- Fri Jun 08, 2018 4:46 pm
- Forum: News
- Topic: Friday Facts #246 - The GUI update (Part 3)
- Replies: 161
- Views: 60699
Re: Friday Facts #246 - The GUI update (Part 3)
I have a request -- currently the Map Exchange string is copy-able to the clipboard. Could you make it so that we can save it to a preset of our own? (So that it appears in the drop down menu). With very few exceptions, I always generate maps with the exact same settings, and it would be soooooo ha...
- Tue Jan 09, 2018 8:54 pm
- Forum: General discussion
- Topic: Mod portal down for anyone else?
- Replies: 1
- Views: 960
Mod portal down for anyone else?
Been trying to access it for a couple days now but it's just giving me 'application error's. In-game mod browser doesn't work, either.
- Fri Dec 22, 2017 9:04 am
- Forum: Resolved Problems and Bugs
- Topic: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
- Replies: 27
- Views: 12308
Re: [Kovarex] [0.16.5][Mac] Fluid Wagon Gui Bug
Whyyy???kovarex wrote:Thanks for the report, I solved this bug for the next version by removing the feature of disconnecting wagon parts and so this gui won't exist anymore.
Normally you encourage having options and fun ways to do stuff. Why would you remove this? I hope you're going to add it back again...
- Sun Jun 18, 2017 4:41 am
- Forum: News
- Topic: Friday Facts #195 - Poles re-design
- Replies: 102
- Views: 52536
Re: Friday Facts #195 - Poles re-design
Any particular reason you can't just update the sprites of the existing power poles? I've been using the medium ones for so long that I instantly recognize the shape... the alternatives you're proposing are, frankly, ugly. I don't usually like to complain about somebody's artwork, but I have to put ...
- Sat Jun 10, 2017 12:08 am
- Forum: News
- Topic: Friday Facts #194 - Automated combinator pipeline
- Replies: 27
- Views: 24057
Re: Friday Facts #194 - Automated combinator pipeline
Those 7x7 symbols look so good.
- Sun May 21, 2017 1:43 pm
- Forum: General discussion
- Topic: Gates won't open - SpaceBooks
- Replies: 1
- Views: 914
Re: Gates won't open - SpaceBooks
Perhaps contact the mod author? The mods.factorio page has a discussion tab.