Search found 464 matches
- 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...
- 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.
- 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.
- 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.
- 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...
- 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...
- 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?
Wouldn't it be better though for the tool tip to say 'Disconnected from power source' or similar?
- 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.
- 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...)
For new players, yes, a considerable headache imho.MalcolmCooks wrote: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.Ghoulish wrote:But you'll have a huge headache if your coal supply to the steam generators ran out for example.]
- 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...
- 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
And it shouldn't show as available in the research screen if prerequisite research hasn't been done.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.
- 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.
- 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?
- 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?
Have you thought about having a larger window? Or even full screen so you could pack more info in per page?
- 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...
- 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...
- 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.
- Mon Mar 21, 2016 9:54 am
- Forum: Gameplay Help
- Topic: 2 mono-item belts full equalizer ?
- Replies: 4
- Views: 2464
- 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).
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).
- 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.