Search found 1121 matches

by NotRexButCaesar
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

Sad_Brother wrote:
Sun Nov 01, 2020 11:36 am
Or just directly open existing request on attempt to create new.
That is what he means by “jump to the settings gui”
by NotRexButCaesar
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...
by NotRexButCaesar
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

IronCartographer wrote:
Sat Oct 31, 2020 5:10 am
detecting and following progress in-game might feel more restrictive.
Can you not just look at the techs researched for the most recent save?
by NotRexButCaesar
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
by NotRexButCaesar
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...
by NotRexButCaesar
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.
by NotRexButCaesar
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?
by NotRexButCaesar
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.
by NotRexButCaesar
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
by NotRexButCaesar
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”
by NotRexButCaesar
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...
by NotRexButCaesar
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.
by NotRexButCaesar
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 ...
by NotRexButCaesar
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 ...
by NotRexButCaesar
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.
by NotRexButCaesar
Wed Oct 28, 2020 6:41 am
Forum: Ideas and Suggestions
Topic: Change beacon effect area
Replies: 20
Views: 4362

Re: Increase Beacon Reach by 1 Tile

ssilk wrote:
Wed Oct 28, 2020 5:07 am
Or if we say the beacon had a “direction” in which they can send its power?
I considered suggesting rectangular range, but didn't know if that would work or not with the game/game engine. It sounds interesting to think about at least.
by NotRexButCaesar
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...
by NotRexButCaesar
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

Re: Map search for tags and train stops

ssilk wrote:
Wed Oct 28, 2020 5:16 am
I’m not 100% sure about the context you are talking here. Is that the name of a train station? Can you give an example?
Yes, train stations in the context of visibility.
by NotRexButCaesar
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

Re: Map search for tags and train stops

mmmPI wrote:
Tue Oct 27, 2020 9:27 pm
And how do you see if the station is opened or closed ?
The "[L/U]" turns red

(Is there no way just do a raw string? bracket U bracket tries to underline)
by NotRexButCaesar
Tue Oct 27, 2020 5:15 pm
Forum: Ideas and Suggestions
Topic: Rocket Silo should connect to circuit network
Replies: 50
Views: 16080

Re: Rocket Launch by Circuit Condition

ribsngibs wrote:
Sun Oct 18, 2020 11:21 am
Having multiple stack inserters all adding science packs on exactly same tick still only results in 1 stack inserter delivering its packs before the rocket launches
Sounds like a bug to me.

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