Search found 464 matches

by Ghoulish
Thu Mar 24, 2016 11:17 am
Forum: Implemented Suggestions
Topic: Copy / paste settings within cargo wagons
Replies: 11
Views: 6768

Copy / paste settings within cargo wagons

You can copy paste logistic settings from one box (or smart inserters) To another with shift + right click then paste with shift + left click. This feature should be expanded to cargo train slots so you can copy / paste the filter setting for each slot within the cargo wagon. Have been setting up my...
by Ghoulish
Thu Mar 24, 2016 11:09 am
Forum: Ideas and Suggestions
Topic: Map resource display filter
Replies: 6
Views: 4707

Re: Map resource display filter

Being able to filter ores etc on the map screen would be a useful feature to have.
by Ghoulish
Thu Mar 24, 2016 7:11 am
Forum: Gameplay Help
Topic: Exoskeleton
Replies: 7
Views: 2904

Re: Exoskeleton

Right click the Armor Icon (once your wearing it) Armor icon bottom right of screen.
by Ghoulish
Wed Mar 23, 2016 8:01 am
Forum: Ideas and Suggestions
Topic: Upgradable Inventory Sizes
Replies: 12
Views: 3882

Re: Upgradable Inventory Sizes

Obvious once it's said. Larger inventory mod is a must have for me, and I'm willing to bet a fair few of you too. So gets my vote.
by Ghoulish
Wed Mar 23, 2016 7:55 am
Forum: Ideas and Suggestions
Topic: Right click with blue print
Replies: 3
Views: 1324

Re: Right click with blue print

Rather than this, please make shift-rightclick do this for any object not matching the blueprint. This maintains the "Shift as override" control thing, while allowing for the option of shift-left click placement to not override similar placements that may already exists (for example, alre...
by Ghoulish
Tue Mar 22, 2016 12:23 pm
Forum: Ideas and Suggestions
Topic: Right click with blue print
Replies: 3
Views: 1324

Right click with blue print

When you right click with a blue print in hand, it would deconstruct anything under the cursor. And or deconstruct anything under the entire blue print? I often find I miss an object or two when placing blue prints (stops the blue print from getting placed), being able to right click to remove an ob...
by Ghoulish
Tue Mar 22, 2016 12:16 pm
Forum: Not a bug
Topic: Electric power pole bug?
Replies: 4
Views: 1950

Re: Electric power pole bug?

Makes perfect sense.

Wouldn't it be better though for the tool tip to say 'Disconnected from power source' or similar?
by Ghoulish
Tue Mar 22, 2016 4:11 am
Forum: Not a bug
Topic: Electric power pole bug?
Replies: 4
Views: 1950

Electric power pole bug?

When you drop a power pole (any type, even sub stations) The tool tip shows electric demand satisfaction as green, even when the poles aren't connected to the main grid.

Image
by Ghoulish
Tue Mar 22, 2016 1:59 am
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 34229

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

MalcolmCooks wrote:
Ghoulish wrote:But you'll have a huge headache if your coal supply to the steam generators ran out for example.]
more of a headache than currently? I'm not sure. The coal death spiral is an easily solved problem once you are aware of it.
For new players, yes, a considerable headache imho.
by Ghoulish
Mon Mar 21, 2016 5:31 pm
Forum: Frequently Suggested / Link Collections
Topic: Poll: Should belts use energy (and Offshore Pumps etc...)
Replies: 67
Views: 34229

Re: Poll: Should belts use energy (and Offshore Pumps etc...)

Is hardcore/expert mode the right term? The logistical challenge of powering belts and offshore pumps would actually be minute, relative to the rest of the game But you'll have a huge headache if your coal supply to the steam generators ran out for example. Also such a mode should require gun turre...
by Ghoulish
Mon Mar 21, 2016 5:24 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 209282

Re: Friday Facts #128 - Back down to earth

bobingabout wrote: In the opinion of many people, you should have researched everything you need to build a thing before you can research the thing itself.
And it shouldn't show as available in the research screen if prerequisite research hasn't been done.
by Ghoulish
Mon Mar 21, 2016 2:14 pm
Forum: Implemented in 2.0
Topic: Large poles should automatically connect Red&Green wires
Replies: 33
Views: 11486

Re: Large poles should automatically connect Red&Green wires

A good idea in general, and a modifier option to connect red or green wires is a good solution as there may be times when you don't want to continue with red or green wires.
by Ghoulish
Mon Mar 21, 2016 2:00 pm
Forum: Mods
Topic: [MOD 0.12.19] PersonalRoboportFix (0.3.2)
Replies: 32
Views: 42949

Re: [MOD 0.12.19] PersonalRoboportFix (0.3.2)

Can I load this on an established factory?
by Ghoulish
Mon Mar 21, 2016 1:55 pm
Forum: Mods
Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
Replies: 242
Views: 205351

Re: [MOD 0.12.12+] Advanced Logistics System 0.2.12

I really like your mod, for me it's now a must have, many thanks Outsider.

Have you thought about having a larger window? Or even full screen so you could pack more info in per page?
by Ghoulish
Mon Mar 21, 2016 1:27 pm
Forum: Ideas and Suggestions
Topic: Picker Frame (large-scale smart inserter)
Replies: 4
Views: 1910

Re: Picker Frame (large-scale smart inserter)

If various resources mixed more, so patches of ore overlapped and intermingled, then there would be a need for this. If patches of ore or stone were to mix a lot more, would it add a little more depth to the game? As you would then have the need to filter on a large scale, using a solution similar t...
by Ghoulish
Mon Mar 21, 2016 12:27 pm
Forum: Ideas and Suggestions
Topic: "Not enough construction robots" alert should be silent
Replies: 4
Views: 1681

Re: "Not enough construction robots" alert should be silent

I agree. I'm sure that at some point they'll look at the current alert system and modify it. I'd like to add to this and mention that for me the alert-damage sound is excessive and not necessarily needed (I appreciate it is of benefit to new players). Depending on how you build a base, it's possible...
by Ghoulish
Mon Mar 21, 2016 11:47 am
Forum: Frequently Suggested / Link Collections
Topic: Control Train Pathfinder (Passthru stations, Add Penalty, Control Refueling)
Replies: 33
Views: 20136

Re: Control Train Pathfinder (Passthru stations, Add Penalty)

Yeah I see it now, so the train would take an alternative route as it doesn't need to use that station, a sort of no go zone for a length of track unless that station was specifically required.
by Ghoulish
Mon Mar 21, 2016 9:54 am
Forum: Gameplay Help
Topic: 2 mono-item belts full equalizer ?
Replies: 4
Views: 2464

Re: 2 mono-item belts full equalizer ?

Bunch of example here viewtopic.php?f=8&t=19123

Not sure if it's exactly what you're after.
by Ghoulish
Mon Mar 21, 2016 8:18 am
Forum: Modding help
Topic: Increase god mode's inventory size ?
Replies: 10
Views: 4258

Re: Increase god mode's inventory size ?

There's a mod for this viewtopic.php?f=91&t=5891

I do not know if it works in god mode (I cant see why it wouldn't as it's written by one of the devs).
by Ghoulish
Mon Mar 21, 2016 8:15 am
Forum: Modding help
Topic: Sorting of Items in Crafting Window
Replies: 3
Views: 2201

Re: Sorting of Items in Crafting Window

Currently this isn't possible, even with mods, most of the UI elements are hard coded.

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