Search found 170 matches

by MiniHerc
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.
by MiniHerc
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.
by MiniHerc
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.
by MiniHerc
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

braiam wrote:
Thu Feb 28, 2019 3:18 am
This is probably related to viewtopic.php?t=65298 fix. The algo is probably too sensible.
I think you meant 'sensitive' not 'sensible'.
by MiniHerc
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...
by MiniHerc
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Forum: Outdated/Not implemented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?
by MiniHerc
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

Re: [0.17.0] Allow disabling error text

pleegwat wrote:
Tue Feb 26, 2019 8:13 pm
Building a furnace on a furnace, a power pole on a power pole, a belt on a belt, etc, probably shouldn't be an error in the first place?
Good point, agreed. I still would like an option to disable the error text entirely.
by MiniHerc
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...
by MiniHerc
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...
by MiniHerc
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.
by MiniHerc
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...
by MiniHerc
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...
by MiniHerc
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...
by MiniHerc
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...
by MiniHerc
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.
by MiniHerc
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

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.
Whyyy???

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...
by MiniHerc
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 ...
by MiniHerc
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. :)
by MiniHerc
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.

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