Little Quirks
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Re: Little Quirks
Assembling machines cant craft late game stuff in map editor it should have everything on there
Re: Little Quirks
They can't because in the map editor on a new map the force hasn't done the research yet.Mjo20031 wrote:Assembling machines cant craft late game stuff in map editor it should have everything on there
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Use copper cable instead of substation
Is it possible use copper cable connect between non production facilities like lights or combinators, to provide power without electric-pole or substation.
So that to make a perfect large display without substation hole becomes possible.
viewtopic.php?f=193&t=42034
So that to make a perfect large display without substation hole becomes possible.
viewtopic.php?f=193&t=42034
Re: Little Quirks
But it should be able to for custom maps or there should be a option for itRseding91 wrote:They can't because in the map editor on a new map the force hasn't done the research yet.Mjo20031 wrote:Assembling machines cant craft late game stuff in map editor it should have everything on there
Re: Little Quirks
Is it possible to deconstruct items and flooring in one action?
Re: Little Quirks
In 0.15 yes. in 0.14 not without modding it in.steinio wrote:Is it possible to deconstruct items and flooring in one action?
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Re: Little Quirks
Forgive me if there is already a way of doing this -
I'd like a way of adding a single module to a building through ctrl clicking.
Ctrl+left fills all the module slots with modules, and Ctrl+ right also fills them all up, unless you have fewer than double the number of modules the module slots can accommodate. I think instead, Ctrl+right should add a single module per click.
I'd like a way of adding a single module to a building through ctrl clicking.
Ctrl+left fills all the module slots with modules, and Ctrl+ right also fills them all up, unless you have fewer than double the number of modules the module slots can accommodate. I think instead, Ctrl+right should add a single module per click.
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Re: Little Quirks
You're suggesting changing a standard that is persistent through the rest of the game for one type of resource. I would prefer "insert 1 item" be a third option like Ctrl + MMB, that way it stays consistent and you can use it in other situations too.
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Re: Little Quirks
It's not about changing behaviour for modules when you put them in a chest. It's about changing what ctrl-rmb does when inserting modules into assemblers.Deadly-Bagel wrote:You're suggesting changing a standard that is persistent through the rest of the game for one type of resource. I would prefer "insert 1 item" be a third option like Ctrl + MMB, that way it stays consistent and you can use it in other situations too.
I'd get rid of the current half stack for a single item behavior throughout the game.
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Re: Little Quirks
I wouldn't, I constantly drop half a stack in stuff, gun turrets (often then withdraw half of that), spreading a few stacks of Iron Ore across a few furnaces (after reworking the belt layout) so they get smelted quicker, loads of stuff.
Besides, the behaviour isn't about putting anything in a chest, it's global. Ctrl+RMB always inserts half a stack to the first available slot of the destination, whether that be a recipe slot, fuel slot, ammo slot, module slot or inventory (roughly in that order) regardless of what the destination is. Changing it for modules in machines would require specialised code, breaking the standard and confusing the key bindings. Much better to add it as an extra option. If you don't want it on MMB that's fine, you can replace Ctrl+RMB with it and we're both happy.
Besides, the behaviour isn't about putting anything in a chest, it's global. Ctrl+RMB always inserts half a stack to the first available slot of the destination, whether that be a recipe slot, fuel slot, ammo slot, module slot or inventory (roughly in that order) regardless of what the destination is. Changing it for modules in machines would require specialised code, breaking the standard and confusing the key bindings. Much better to add it as an extra option. If you don't want it on MMB that's fine, you can replace Ctrl+RMB with it and we're both happy.
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Re: Little Quirks
I'm suggesting separating the behaviour of adding resources and adding modules to a building. For module addition, ctrl+left and ctrl+right are functionally the same unless you are almost out of modules. I can't see any scenario where the player would find use for the slight difference between the two.Deadly-Bagel wrote:You're suggesting changing a standard that is persistent through the rest of the game for one type of resource. I would prefer "insert 1 item" be a third option like Ctrl + MMB, that way it stays consistent and you can use it in other situations too.
If an alternate command be coded to add a single item (ctrl+shift +left or something), i'd be all for that.
On a similar subject, what do people feel about the border case where you ctrl click add, say, speed 1 modules to a speed 2 assembler? Currently, it prioritises giving the modules as resources instead of filling the module slots. Personally I think that should be the other way around, at least in the case where there aren't already other higher tier modules in the assembler.
Re: Little Quirks
Which is actually a very good argument for having different actions for adding resources and adding modules. ctrl+click would add the speed 1 modules as input to the assembler but ctrl+middle-click would add the speed 1 module as module.Ingolifs wrote:On a similar subject, what do people feel about the border case where you ctrl click add, say, speed 1 modules to a speed 2 assembler? Currently, it prioritises giving the modules as resources instead of filling the module slots. Personally I think that should be the other way around, at least in the case where there aren't already other higher tier modules in the assembler.
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Re: Little Quirks
Counter-argument: As a new user, where is this explained? Maybe I start dropping speed modules into Rocket Control Unit assemblers (think that's right?) but find it puts them in the module slot, weird, when I use the same hotkey elsewhere it puts it into the recipe.
Additionally, how is this conveyed to the player? Can't exactly call the keybinding "Insert half stack except if module then insert one". It would be a feature you need to trip over to actually learn about which is the wrong way to do things.
There are plenty of more sensible ways of handling this while keeping behaviour consistent. How about click-hold opens a little vertical or radial menu where you can select which type of slot to drop the item into? Now it's suitable for everyone's obscure requirement instead of just your own.
Additionally, how is this conveyed to the player? Can't exactly call the keybinding "Insert half stack except if module then insert one". It would be a feature you need to trip over to actually learn about which is the wrong way to do things.
There are plenty of more sensible ways of handling this while keeping behaviour consistent. How about click-hold opens a little vertical or radial menu where you can select which type of slot to drop the item into? Now it's suitable for everyone's obscure requirement instead of just your own.
Money might be the root of all evil, but ignorance is the heart.