Search found 104 matches
- Sat Jan 18, 2020 1:04 pm
- Forum: Ideas and Suggestions
- Topic: Blueprint Book is not enough for me
- Replies: 18
- Views: 6316
Re: Blueprint Book is not enough for me
I WOULD like the ability to edit within a blueprint if I find an error. I can't tell you how long I've been using my book of early game blueprints (bootstrap, burner-drill placement, initial smelts, etc.) that have a duplicated small pole, a wrongly rotated inserter, etc. because I always procrastin...
- Sat Jan 18, 2020 12:52 pm
- Forum: Ideas and Suggestions
- Topic: Picture picker for in-text "emoji" icons
- Replies: 3
- Views: 353324
Re: Picture picker for in-text "emoji" icons
The items-in-text feature is little known, amazingly useful, but difficult to use. Even without mods it almost necessitates using the wiki to find item and fluid "real names" and with mods it is nigh-impossible to use effectively. Holy crap, is this true. I've "learned" at least...
- Sat Jan 18, 2020 12:45 pm
- Forum: Ideas and Suggestions
- Topic: Train's CTRL-click Temporary Stop behavior
- Replies: 17
- Views: 6215
Train's CTRL-click Temporary Stop behavior
Hi there. I use trains very heavily, particularly when expanding to a cityblock system as the starter mainbus base gets dismantled slowly. I use LTN which requires all trainstops to be uniquely named, and I have a lot of trainstops for a lot of different cityblock types or outpost types. I use a ver...
- Sun Jan 12, 2020 12:37 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 395966
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Hey there. I visited the in-portal link for this Creative Mod that I'm enjoying. It's great to be able to run a test map to tweak and optimize builds and to perform troubleshooting. I'm aware that this mod prompts you to choose, whether permanently or not, if you want to activate CM at time of gamep...
- Sun Jan 12, 2020 12:16 am
- Forum: Outdated/Not implemented
- Topic: Current CTRL+Z (undo) could be more useful is expanded slightly
- Replies: 5
- Views: 2443
Re: Current CTRL+Z (undo) could be more useful is expanded slightly
Well, shucks. Thanks for replying though. Though I would care to point out that with the links suggested when my post was moved (sorry for not putting it in the right place) even without a "redo" similar to CTRL+Y, it would be awesome if the player could see something either in mainview or...
- Thu Jan 09, 2020 12:20 am
- Forum: Outdated/Not implemented
- Topic: Current CTRL+Z (undo) could be more useful is expanded slightly
- Replies: 5
- Views: 2443
Current CTRL+Z (undo) could be more useful is expanded slightly
TL;DR CTRL+Z to undo (a recently-added feature) is great, but I hope that other functions can add to this shortcut's utility and usefulnes. What ? We already have the undo feature of CTRL-Z. However, sometimes, I might need to CTRL-Z backwards by several steps. Allowing a "redo" function,...
- Mon Dec 16, 2019 6:47 pm
- Forum: Questions, reviews and ratings
- Topic: Wider quickbar
- Replies: 4
- Views: 2266
Re: Wider quickbar
Pity that no one responded, this seems like it could turn into a nice idea. Pity that you didn't use the forum search. For the future reader who did get here by searching: The API doesn't support vanilla GUI changes. And even if someone wanted to implement it from scratch the API isn't sufficient t...
- Mon Dec 16, 2019 6:44 pm
- Forum: General discussion
- Topic: How do YOU use and manage your v0.17 hotbars?
- Replies: 11
- Views: 4555
Re: How do YOU use and manage your v0.17 hotbars?
Like urza99814, the inventory in factorio is just so good that I almost never use the quickbar. I also never display more than one quickbar as it just blocks parts of the screen. The only task that I really use the quickbar for is combat. Being good in combat requires every fractional second you ca...
- Mon Dec 16, 2019 11:50 am
- Forum: Questions, reviews and ratings
- Topic: Wider quickbar
- Replies: 4
- Views: 2266
Re: Wider quickbar
Pity that no one responded, this seems like it could turn into a nice idea. I can imagine that this feature could be balanced with research unlocks to prevent it from being OP. Maybe restrict the player to a single stock-width bar at start (only one bar, no access to the vanilla 10), red unlocks a s...
- Mon Dec 16, 2019 11:46 am
- Forum: Mods
- Topic: [MOD 0.17] Research Queue: The Old New Thing
- Replies: 3
- Views: 2955
Re: [MOD 0.17] Research Queue: The Old New Thing
I could've sworn that I saw this and responded with a thank you a while ago, but thank you for that info.
I'm still also curious about interactions between this mod and the vanilla. What happens when running both at the same time? What features, if any, does this mod introduce that vanilla doesn't?
I'm still also curious about interactions between this mod and the vanilla. What happens when running both at the same time? What features, if any, does this mod introduce that vanilla doesn't?
- Mon Dec 16, 2019 10:11 am
- Forum: General discussion
- Topic: How do YOU use and manage your v0.17 hotbars?
- Replies: 11
- Views: 4555
How do YOU use and manage your v0.17 hotbars?
A search for posts that might already exist led me to https://forums.factorio.com/viewtopic.php?f=5&t=8303 , but at almost 4 years old I thought that necroing it might not be the best idea. When using an advanced search restricted specifically to post titles on an ANY search of "quickbar ho...
- Tue Oct 01, 2019 9:48 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 304824
Re: [MOD 0.15] SmartTrains 2.0.5
Can someone please help me out by explaining the differences between this mod and LTN? Dynamic load assignments based on ongoing supply and demand seems to be roughly equivalent in those two mods. Whereas LTN solves train fueling through the use of Depot parking lots that all trains always get sent ...
- Sat Sep 14, 2019 4:28 pm
- Forum: Mods
- Topic: [MOD 0.17] Research Queue: The Old New Thing
- Replies: 3
- Views: 2955
Re: [MOD 0.17] Research Queue: The Old New Thing
Playing Factorio v0.17.68. What's the deal with vanilla research queueing behavior? Is that some sort of achievement-unlock, such as after a rocket launch in a previous playthrough? I migrated to a different gaming laptop, so I'm not sure if the new install (with cloud save enabled through Steam) pr...
- Thu Sep 12, 2019 9:55 pm
- Forum: General discussion
- Topic: City Block form and size discussion
- Replies: 2
- Views: 6108
Re: City Block form and size discussion
Block size does not matter too much. You end up with the same number of trains no matter how big you build, because bigger blocks require more trains. What matters is how many different items you build per block. More items per block means less trains are needed to carry intermediate products. For ...
- Thu Sep 12, 2019 7:44 pm
- Forum: General discussion
- Topic: City Block form and size discussion
- Replies: 2
- Views: 6108
City Block form and size discussion
I've returned from a Factorio hiatus and have decided that my previous city-block plan of 4LP to a side is insufficient for my midgame needs. In tinkering with distances between roboports (islanded lognets, no base-wide "one bot network to rule them all) LPs, substations, and even experimenting...
- Thu Sep 12, 2019 7:28 pm
- Forum: General discussion
- Topic: City Blocks instead of Main Bus
- Replies: 21
- Views: 106588
Re: City Blocks instead of Main Bus
I've had a life-induced hiatus from Factorio since I last posted, but I'm revisiting it now. With these replies and some I received on the Facebook and reddit groups, I've gotten it into my craw to align everything to a chunk boundary. How large is "way too large" in anyone's mind? I'm goi...
- Wed Aug 28, 2019 6:22 pm
- Forum: General discussion
- Topic: City Blocks instead of Main Bus
- Replies: 21
- Views: 106588
Re: City Blocks instead of Main Bus
Sorry for necro, but my question is rather spot-on for this thread. I, too, have been using the same 4x4 large-pole city block form factor, here, and my current project requires something larger. I am not concerned about blueprint alignment or radar-vision distances that might limit the ability to s...
- Mon Mar 18, 2019 2:53 pm
- Forum: Logistic Train Network
- Topic: Static configuration GUI for LTN stops
- Replies: 5
- Views: 1543
Re: Static configuration GUI for LTN stops
So for example I would select wooden-chest as unit and then add "request: 6 iron plates". LTN would then convert that to however many iron plates fits into 6 wooden chests. Update to steel chests and simply change the units to steel-chest. [...] The GUI could also show the current state o...
- Tue Mar 12, 2019 2:59 pm
- Forum: Ideas and Suggestions
- Topic: Please allow me to toggle a locomotive into "personal train" mode
- Replies: 11
- Views: 3000
Please allow me to toggle a locomotive into "personal train" mode
TL;DR I have a personal train that thinks it's a line-haul train at all times and that I, the human player, and something of an inconvenience. Allow us to toggle a locomotive into "personal train" mode that changes default at-arrival behavior at trainstop destinations I play in a map that...
- Sun Mar 03, 2019 9:06 am
- Forum: Mods
- Topic: [MOD 0.14] Text Plates
- Replies: 95
- Views: 44222
Re: [MOD 0.14] Text Plates
^^ Second with respect to nanobots usage.
Is this mod actively supported? Should we anticipate v0.17 compatibility in the future?
Is this mod actively supported? Should we anticipate v0.17 compatibility in the future?