That is what he means by “jump to the settings gui”Sad_Brother wrote: ↑Sun Nov 01, 2020 11:36 amOr just directly open existing request on attempt to create new.
Search found 1121 matches
- Sun Nov 01, 2020 7:10 pm
- Forum: Ideas and Suggestions
- Topic: Findling personal logistic requests via filter GUI / Flash Logistic Request slot when already exists
- Replies: 7
- Views: 1801
Re: Findling personal logistic requests via filter GUI
- Sun Nov 01, 2020 5:37 am
- Forum: Ideas and Suggestions
- Topic: Option to build ghost automatically if out of reach.
- Replies: 10
- Views: 2227
Option to build ghost automatically if out of reach.
With the upcoming improvements to ghost placement and the spidertron (thank you devs), I will be using ghost building a lot more. It is currently quite tedious to constantly press shift and release it for rotations and other interactions when building ghosts. If an option to have a ghost automatical...
- Sat Oct 31, 2020 9:30 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79637
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Can you not just look at the techs researched for the most recent save?IronCartographer wrote: ↑Sat Oct 31, 2020 5:10 amdetecting and following progress in-game might feel more restrictive.
- Sat Oct 31, 2020 9:20 pm
- Forum: Technical Help
- Topic: Mod settings still governing my save after mod uninstall?
- Replies: 5
- Views: 1520
Re: Mod settings still governing my save after mod uninstall?
day length multiplier should be 1
Default values are on the wiki:
https://wiki.factorio.com/Time#Days
Default values are on the wiki:
https://wiki.factorio.com/Time#Days
- Fri Oct 30, 2020 8:55 pm
- Forum: Ideas and Suggestions
- Topic: Show research percent with queue
- Replies: 1
- Views: 508
Show research percent with queue
Just like we see the percent completion of research without the queue, it would be nice to have an indicator somewhere in the research screen that gave a percentage, rather than having the player estimate the research using the green bar. (I thought I remembered a suggestion like this, but didn't fi...
- Fri Oct 30, 2020 7:33 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 79637
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Yay! more keyboard and less clicking!
Things just get better and better.
Also, finally the power pole connections: now I don't have to have all my powerpoles in a perfect grid.
Things just get better and better.
Also, finally the power pole connections: now I don't have to have all my powerpoles in a perfect grid.
- Fri Oct 30, 2020 7:11 pm
- Forum: Ideas and Suggestions
- Topic: Overpressure pipelines
- Replies: 1
- Views: 725
Re: Overpressure pipelines
sounds like a long line of pumps. Maybe full pumps in series could be calculated like fully saturated belts?
- Fri Oct 30, 2020 7:07 pm
- Forum: Ideas and Suggestions
- Topic: More precise GUI scaling options
- Replies: 2
- Views: 633
Re: More precise GUI scaling options
+1
I have gone into the config file and changed the gui scale before, but with the constant adjustment I do, it becomes incredibly tedious to set it back to 85% each time.
I have gone into the config file and changed the gui scale before, but with the constant adjustment I do, it becomes incredibly tedious to set it back to 85% each time.
- Fri Oct 30, 2020 7:06 pm
- Forum: Ideas and Suggestions
- Topic: Train Filter Signs
- Replies: 28
- Views: 6398
Re: Train Filter Signs
This seems like a more complicated solution to the exact same thing as the chain signal change
- Fri Oct 30, 2020 12:55 am
- Forum: General discussion
- Topic: Power Poles
- Replies: 12
- Views: 3476
Re: Power Poles
The kind of people who create these kinds of complaint-threads are usually the ones that "can't use mods" for arbitrary reasons - like "it would disable achievements" or "i want it in vanilla". There's no point trying to convince them. Or “I want to play on most servers”
- Fri Oct 30, 2020 12:48 am
- Forum: Technical Help
- Topic: Mod settings still governing my save after mod uninstall?
- Replies: 5
- Views: 1520
Re: Mod settings still governing my save after mod uninstall?
The day/night settings are saved with the actual save file. If you don’t mind disabling achievements, you can use /editor, go to the stopwatch tab, and change the day/night values there. If you do mind disabling achievements, you could try changing the mod value to something random, saving, reloadin...
- Thu Oct 29, 2020 5:53 pm
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 10489
Re: Trains: Chain signals should factor in the length of the train
This suggestion sounds nice, I'd like it if it were implemented.
- Wed Oct 28, 2020 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Change beacon effect area
- Replies: 20
- Views: 4362
Re: Increase Beacon Reach by 1 Tile
At megafactory scale where most beacons are used power is also the least concern. More of a nice to have. So if "wasting" (what you really mean is "not sharing") reduces the overall count of required machines that's what's gonna happen. Id say this is actually a benefit: as the ...
- Wed Oct 28, 2020 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Change beacon effect area
- Replies: 20
- Views: 4362
Re: Increase Beacon Reach by 1 Tile
At megafactory scale where most beacons are used power is also the least concern. More of a nice to have. So if "wasting" (what you really mean is "not sharing") reduces the overall count of required machines that's what's gonna happen. Id say this is actually a benefit: as the ...
- Wed Oct 28, 2020 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Expand Tutorial Mode into Blueprint Editor
- Replies: 8
- Views: 4023
Re: Expand Tutorial Mode into Blueprint Editor
I think we should wait to see what they do 1.1. There may already be a plan for this.
- Wed Oct 28, 2020 6:41 am
- Forum: Ideas and Suggestions
- Topic: Change beacon effect area
- Replies: 20
- Views: 4362
- Wed Oct 28, 2020 6:40 am
- Forum: Ideas and Suggestions
- Topic: Change beacon effect area
- Replies: 20
- Views: 4362
Re: Increase Beacon Reach by 1 Tile
Most definetly, but this doen't look less repetitive to me. A perfect rectangular grid. Doesn't even need the usual 1-tile shift. In the pic, you have no place for belts and you cannot place lines of assemblers. Two rows of beacon are possible, but maybe not optimal My point exactly. If one assumes...
- Wed Oct 28, 2020 6:27 am
- Forum: Implemented Suggestions
- Topic: Search for train stops by name in the map / Map search for tags and train stops
- Replies: 28
- Views: 8579
- Tue Oct 27, 2020 10:26 pm
- Forum: Implemented Suggestions
- Topic: Search for train stops by name in the map / Map search for tags and train stops
- Replies: 28
- Views: 8579
- Tue Oct 27, 2020 5:15 pm
- Forum: Ideas and Suggestions
- Topic: Rocket Silo should connect to circuit network
- Replies: 50
- Views: 16080