Search found 461 matches
- Fri Mar 04, 2016 10:45 am
- Forum: Implemented Suggestions
- Topic: Toolbelt tooltip update
- Replies: 10
- Views: 4705
Re: Toolbelt tooltip update
I would also be really nice if the toolbelt would auto-refill from the back pack, for incomplete stacks and/or reserved slots That is already the case... What do you mean exactly? I setup my toolbelt to contain the stuff I need with reserved* slots (e.g. 1=belts, 2=splitters, 3=underground belts, e...
- Thu Feb 25, 2016 11:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 230093
Re: [0.12.18] Warehousing v0.0.6
I figured there was likely a performance reason behind it, hence the on demand idea, assuming such a feature did not have massive game impact, it would be a tool I would use from time to time (even if the game momentarily lagged).
- Thu Feb 25, 2016 11:37 pm
- Forum: Mods
- Topic: [MOD 1.1] Warehousing v0.4.0
- Replies: 251
- Views: 230093
Re: [0.12.18] Warehousing v0.0.6
Would it be possible to have an auto sort feature (like player inventory) Or perhaps a button to auto sort on demand? Great mod by the way, a keeper in my Factory for sure
- Thu Feb 25, 2016 11:05 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314416
Re: [0.11.22/0.12.x][v0.12.7] Bob's Logistics mod
Never dawned on me, works great. Can smart inserters be linked together so changing the attributes of one auto updates the all linked?Arch666Angel wrote:Set up provider chests and smart inserter at your roboports?
- Wed Feb 24, 2016 11:51 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 314416
Re: [0.11.22/0.12.x][v0.12.7] Bob's Logistics mod
First up, I do enjoy your mods So thanks for all the work. Is there any way to auto update the robots to higher tiers?
- Fri Feb 19, 2016 7:40 pm
- Forum: Implemented Suggestions
- Topic: Toolbelt tooltip update
- Replies: 10
- Views: 4705
Re: Toolbelt tooltip update
^ That's even better.
- Fri Feb 19, 2016 7:30 pm
- Forum: Not a bug
- Topic: Electric energy distribution 2
- Replies: 3
- Views: 1825
Re: Electric energy distribution 2
When you look at the colour scheme, it's clear that green is for done, red can't be done, and yellow for available. No other item in that section is currently unavailable due needing as yet unreached tech levels. Perhaps this should be changed, having non available tech show in the available part se...
- Fri Feb 19, 2016 6:44 pm
- Forum: Not a bug
- Topic: Electric energy distribution 2
- Replies: 3
- Views: 1825
Electric energy distribution 2
It's showing as an available tech, but requires blue science (I have none yet).
http://imgur.com/gPWPA0W
http://imgur.com/gPWPA0W
- Fri Feb 19, 2016 3:57 pm
- Forum: Implemented Suggestions
- Topic: Toolbelt tooltip update
- Replies: 10
- Views: 4705
Toolbelt tooltip update
I would like the tooltip for items on the toolbelt to reflect the total number of items in your inventory, and not just the current stack size.
- Wed Feb 03, 2016 7:08 pm
- Forum: Ideas and Suggestions
- Topic: An API for the GUI
- Replies: 6
- Views: 19323
Re: An API for the GUI
Point taken ssilk. It is a shame though, I do want to ask if there are plans to update the GUI, or is it more a polish thing to come down the line? It would be great to be able to change the layout of toolbelts/bars for example (are there plans for this?). Or even to be able to choose where various ...
- Sat Jan 30, 2016 3:57 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
- Replies: 25
- Views: 31763
Re: [MOD 0.12.x] Extra Tool Belts 0.1.0
I made a suggestion post about the tool belts. https://forums.factorio.com/forum/vie ... =6&t=19638 In case you wish to comment!
- Sat Jan 30, 2016 3:54 pm
- Forum: Ideas and Suggestions
- Topic: An API for the GUI
- Replies: 6
- Views: 19323
An API for the GUI
Forum member MrDrummer has a tool belt mod https://forums.factorio.com/forum/viewtopic.php?f=92&t=17033 I asked if it were possible to alter the dimensions of the tool belt so that rather than have 2 blocks of 5 (and additional tool belts added vertically) To have a tool belt of 2 blocks of 10. ...
- Fri Jan 29, 2016 3:05 pm
- Forum: Implemented Suggestions
- Topic: Different alert sound for destroyed objects
- Replies: 10
- Views: 24540
Re: Different alert sound for destroyed objects
The mod above seems quite neat, is it OK to load it up on an already running factory? Another way you can sort out the GUI sounds is to rename a file yourself. Simply go to; C:\Users\USER\Desktop\Factorio_0.12.21\data\core\sound (find the factorio install location etc etc) And just rename the sound ...
- Fri Jan 29, 2016 2:53 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 127823
Re: Hidden ores
I would suggest some very useful ore, that wouldn't be minable with buildings, just by hand. This would encourage the "adventure" aspect of the game. Because building system for building system is cool, but what's the point if at the end it doesn't make you able to afford advanced stuff, ...
- Fri Jan 29, 2016 2:46 pm
- Forum: Development Proposals
- Topic: Peace with Aliens
- Replies: 205
- Views: 220262
Re: Peace with Aliens
I like the idea. If there is one facet in a game that will keep players coming back it's choice. Adding more depth can only be a good thing.
- Sat Jan 23, 2016 12:31 am
- Forum: Mods
- Topic: [MOD 0.12.x] Extra Tool Belts 0.1.0
- Replies: 25
- Views: 31763
Re: [MOD 0.12.x] Extra Tool Belts 0.1.0
Is it possible to have the layout of the tool belts altered? So instead of each horizontal row having two blocks of 5, instead have two blocks of 10 - so the toolbar as such is spread over a more horizontal area? Just a thought, might be nice to be able to spread things out, at least for me this wou...
- Fri Jan 22, 2016 2:46 pm
- Forum: Won't fix.
- Topic: Auto update error
- Replies: 1
- Views: 6416
Auto update error
Got the following whilst trying the auto update feature. Wasn't overly sure where to post. 0.000 2016-01-22 14:37:49; Factorio 0.12.16 (Build 17230, win64) 0.000 Operating system: Windows 7 Service Pack 1 0.000 Info Updater-win32.cpp:130: Starting updater 0.000 Info Updater.cpp:369: Applying update ...
- Fri Jan 22, 2016 1:26 pm
- Forum: Implemented Suggestions
- Topic: Client login
- Replies: 4
- Views: 12904
Re: Client login
btw if you know this, you're old :) :( control + v works, will try and remember this one - thanks roy, for some reason shift + ins just stuck with me over the years. I'm getting so old these days that I have to look up the meaning for the latest acronyms on some meme. There was a time when I just i...
- Thu Jan 21, 2016 7:28 pm
- Forum: General discussion
- Topic: Factorio development explained in gifs
- Replies: 133
- Views: 314182
Re: Factorio development explained in gifs
Recurring nightmares one of the dev team gets after they work on train signalling code; http://i.imgur.com/Szmw6aV.gif https://www.nationalreview.com/sites/default/files/uploaded/Train%20Wreck%20Last.gif https://media.giphy.com/media/xF5oKapi3Hz6E/giphy.gif http://gifsec.com/wp-content/uploads/GIF/2...
- Thu Jan 21, 2016 7:09 pm
- Forum: Implemented Suggestions
- Topic: Client login
- Replies: 4
- Views: 12904
Client login
Might it be a simple thing to allow copy / pasting when entering login credentials into the game client? I ask because I use keepass.info to generate and store my passwords, so they're all long and overly complicated (as they should be!). Would be neat to just be able to SHIFT + INS to the password ...