Why doesn't the upgrade planner work by default over the buildings with out having to go in and manually set each building I want to upgrade?
I tried searching a bit but didn't find any previous discussion, if this was already discussed please just point me in the right direction. Thanks.
Search found 74 matches
- Sat Jan 09, 2021 8:56 pm
- Forum: PyMods
- Topic: Upgrade Planner with PyBuildings
- Replies: 0
- Views: 816
- Tue Dec 29, 2020 10:59 am
- Forum: Mods
- Topic: Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid
- Replies: 19
- Views: 7839
Re: Industrial Revolution 2 (2.0.0) crashed on_player_flushed_fluid
Hi Deadlock.
We noticed that with the Transmat, once it moves you somewhere, the biters no longer attack the player.
We noticed that with the Transmat, once it moves you somewhere, the biters no longer attack the player.
- Tue Dec 29, 2020 1:19 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 48094
Re: Industrial Revolution 2 discussion
Is anyone else far enough along to be dealing with needing astronomic levels of sulfuric acid?
What are you doing to keep up with that? Right now we're using oil -> petroleum coke (solid fuel) and just destroying it.
What are you doing to keep up with that? Right now we're using oil -> petroleum coke (solid fuel) and just destroying it.
- Sat Dec 26, 2020 2:04 pm
- Forum: Not a bug
- Topic: [1.1.6] Password not remembered when server mods change
- Replies: 1
- Views: 798
[1.1.6] Password not remembered when server mods change
Subject basically. Whenever the mods on a server change, it asks for the server password again even though the password didn't change.
- Mon Dec 07, 2020 10:39 pm
- Forum: Ideas and Suggestions
- Topic: Allow setting yellow rail signal with circuit network
- Replies: 3
- Views: 1143
Re: Allow setting yellow rail signal with circuit network
Thats easy to do with one signal like that, but harder when you are using the circuit network to close the signal otherwise. Not impossible because we're doing it, just more complicated than it would be if you could just set the signals to be yellow.
- Mon Dec 07, 2020 9:55 pm
- Forum: Ideas and Suggestions
- Topic: Allow setting yellow rail signal with circuit network
- Replies: 3
- Views: 1143
Allow setting yellow rail signal with circuit network
TL;DR Allow yellow signals set to yellow by the circuit network to work like signals set to red, but trains can pass through them with out them having to be opened again. What ? Currently you can set a signal to red with the circuit network and it will add a penalty of 1000 to the train pathfinder ...
- Sat Nov 28, 2020 2:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
- Replies: 6
- Views: 4263
Re: [1.1.2] Spidertrons disappeared upgrading from 1.1.1
A little bit more info when looking through more auto-saves. It seems that the ones that were clustered really close together are the ones that disappeared. In the screenshots/save I posted 2 from the attack group are a little farther apart and survived the upgrade. But on the actual server they had...
- Sat Nov 28, 2020 2:12 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.2] When loading 1.1.1 save, some Spidertrons are gone
- Replies: 6
- Views: 4263
[1.1.2] Spidertrons disappeared upgrading from 1.1.1
When we upgraded our server to 1.1.2 a bunch of spidertrons disappeared from the map. If you load the attached save in 1.1.1 you can see various groups of them sitting around. A group of 5 near -76,-108, and another group of 3 near -29,-39, and if you load it in 1.1.2 most of them are gone. https://...
- Thu Nov 26, 2020 8:45 am
- Forum: Implemented Suggestions
- Topic: Add # of trains to the new Train Station GUI
- Replies: 4
- Views: 1865
Re: Add # of trains to the new Train Station GUI
Yay! This got added! <3 <3
- Thu Nov 26, 2020 8:27 am
- Forum: Won't fix.
- Topic: [0.18.8] Processing of config-path.cfg on OS X incorrectly
- Replies: 3
- Views: 1847
Re: [0.18.8] Processing of config-path.cfg on OS X incorrectly
As far as I can tell my standalone installs on macOS are working fine. sorahn@hyperion:/A/f/F/factorio.app $ pwd /Applications/factorios/Factorio_Dev/factorio.app sorahn@hyperion:/A/f/F/factorio.app $ cat config-path.cfg config-path=__PATH__executable__/../../../config use-system-read-write-data-dir...
- Wed Nov 25, 2020 7:11 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49286
Re: Version 1.1.1
No, force click is something else. A force click is an action you can do on the trackpad, not what gets sent to the OS.
- Wed Nov 25, 2020 3:34 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49286
Re: Version 1.1.1
I can get behind that too, I'm sure I have use left click to set empty slots with the thing I'm holding before but not consciously because middle click also does it. And as you said, middle click is how you interact with all the other game filters. There is no middle click on Mac though :( So there...
- Wed Nov 25, 2020 3:22 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49286
Re: Version 1.1.1
Hi, could you re-enable the debug feature where the robots are shown as small (yellow) rectangles on map view? It was so easy to check how the robots moved and worked. As well easy to recognize whether logistic robots are on the way to refill/ empty trash. Maybe it is out of place, but I would like...
- Wed Nov 25, 2020 2:50 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49286
Re: Version 1.1.1
I can get behind that too, I'm sure I have use left click to set empty slots with the thing I'm holding before but not consciously because middle click also does it. And as you said, middle click is how you interact with all the other game filters. There is no middle click on Mac though :( So there...
- Wed Nov 25, 2020 2:36 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49286
Re: Version 1.1.1
I checked in 1.0 and it does also set filter on empty slot when left clicking. I think *that* is the problem. It teaches players that left click can be used to set filters, even though every other filter slot in the game uses middle click to interact with filters. I can get behind that too, I'm sur...
- Wed Nov 25, 2020 2:26 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49286
Re: Version 1.1.1
Nevermind, if you pick an item from the quickbar and then click into an empty slot, it "moves" the filter. Yes, left click with item-from-quickbar moves the filter, left click with item-from-inventory sets new filter. Completey unintuitive. This gif uses only left click: Yeah, I agree, th...
- Wed Nov 25, 2020 2:13 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49286
Re: Version 1.1.1
Thank you for the fix to the Quickbar with the Lock option. You've saved my sanity. However, some people will have the same item in different quickbar rows, depending on how they've set things up. You're removing the item from it's current slot and putting it into the new slot. Now an item can only...
- Wed Nov 25, 2020 12:10 pm
- Forum: Releases
- Topic: Version 1.1.1
- Replies: 74
- Views: 49286
Re: Version 1.1.1
Thank you!!!Added an interface option (off by default) to change quick bar slot filters by clicking them with different items.
- Wed Nov 25, 2020 10:14 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 129975
Re: Version 1.1.0
I'm quite surprised by the complaints related to the quickbar change. It seems like a super obvious thing to me, that I always clear the cursor automatically whenever I'm done doing something with an item. Clicking some other quickbar item with something else is hand is just something that doesn't ...
- Wed Nov 25, 2020 8:02 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 129975
Re: Version 1.1.0
There's a way to get rid of all of these "New tips", right, and I'm just not seeing it? I'm not going to be clicking every single one of these things I've known for five years away one by one for the rest of the month, am I? it's hilarious but both of our games are broken in the same way ...