If closing reset the quantity I think that NOT resetting it on right click is a bug, then.micomico wrote:close the inventory window after clearing the request. This makes factorio forget about the previous quantity.
Search found 174 matches
- Wed Aug 27, 2014 2:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x][kovarex] clear logistic slot amount on right click
- Replies: 4
- Views: 3434
Re: clear player logistic slot amount on right click
- Wed Aug 27, 2014 2:19 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.x][kovarex] clear logistic slot amount on right click
- Replies: 4
- Views: 3434
[0.10.x][kovarex] clear logistic slot amount on right click
when you clear a player logistic slot (right click) the requested amount remains as it was before (ie: if it was 5 the slot retains 5 as requested amount even without anything requested).
I suggest to reset it to 1.
I suggest to reset it to 1.
- Wed Aug 27, 2014 9:58 am
- Forum: Minor issues
- Topic: Any way to remove a red/green cable?
- Replies: 7
- Views: 11926
Any way to remove a red/green cable?
as title says, is there any way to remove a green or red cable after placing them?
I tried with "shift+click" on pole base but it only removed copper cable. The other solution is removing the complete pole
I tried with "shift+click" on pole base but it only removed copper cable. The other solution is removing the complete pole
- Wed Aug 27, 2014 9:31 am
- Forum: Resolved Problems and Bugs
- Topic: [0.10.8][kovarex] pausing game hides window
- Replies: 1
- Views: 2078
[0.10.8][kovarex] pausing game hides window
- open smart inserter window
- pause the game (shift+space)
- unpause the game
- Wed Aug 20, 2014 8:36 pm
- Forum: Not a bug
- Topic: [10.8-0] copy/paste between factories incorrect
- Replies: 2
- Views: 1340
Re: [10.8-0] copy/paste between factories incorrect
I also had this, but then I found that seems you cannot copy between different tier of assembler. in other words, you can only copy gray on gray and blue on blue, etc. when you press shift and hover on a candidate "destination" assembler, you can see a green box around "source" a...
- Wed Aug 20, 2014 1:46 pm
- Forum: Not a bug
- Topic: [0.10.8] assembly machine 1 can build assembly machine 3
- Replies: 3
- Views: 1277
[0.10.8] assembly machine 1 can build assembly machine 3
...but not assembly machine 2 or assembly machine 1.
- Wed Aug 13, 2014 8:15 pm
- Forum: Gameplay Help
- Topic: Long distance water
- Replies: 2
- Views: 4983
Re: Long distance water
Yeah, for what I know water and other liquids simply try to fill connected pipe to the same level. a single pipe can store 10 units of water; a storage tank is just a bigger pipe, able to store 2500 units of water. offshore pumps insert 1 unit of water every tick (1 sec = 60 ticks = 60 units of wate...
- Wed Aug 13, 2014 7:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] roboport refers to "material"
- Replies: 1
- Views: 2410
[0.10.6] roboport refers to "material"
I don't know if it is intended, but roboport refer to "repair-pack" as "material".
Probably in future different items can be put there, but at the moment displayed name is "material" and icon is the old "repair-pack" icon.
Probably in future different items can be put there, but at the moment displayed name is "material" and icon is the old "repair-pack" icon.
- Tue Aug 12, 2014 8:40 am
- Forum: Implemented Suggestions
- Topic: Barrels as universal liquid containers/Barreling all fluids
- Replies: 11
- Views: 6124
Re: Barrels as universal liquid containers
IIRC the "Extended transport mod" that allows this was in development but I've no idea if it's finished or if other mods already have this feature. in my philosophy, the general flow for suggestions is: 1. suggestion 2. mod that implements it (if possible) 3. trunk (if devs agree) so havin...
- Sun Aug 10, 2014 8:47 pm
- Forum: Not a bug
- Topic: [0.10.6] strange flow in pipes
- Replies: 1
- Views: 1255
[0.10.6] strange flow in pipes
In this savegame have a look at the left-most boiler. it contains 3.6 units of water. The boiler immediately to its right contains 2.6 units of water. (I disconnected accumulator and solar panel by purpose) the same is true for other pipes (value change over time but problem remains the same) http:/...
- Sun Aug 10, 2014 1:51 pm
- Forum: Gameplay Help
- Topic: Why come poles can connect to 5 other poles?
- Replies: 1
- Views: 1013
Why come poles can connect to 5 other poles?
I found that any pole can connect with up to 5 other poles, but I found nothing of this limit in lua files.
Only thing I found is a probably unrelated "connection_point" property.
is it hardcoded?
Only thing I found is a probably unrelated "connection_point" property.
is it hardcoded?
- Sun Aug 10, 2014 6:36 am
- Forum: Gameplay Help
- Topic: Energy usage
- Replies: 10
- Views: 3414
Re: Energy usage
I agree with you that it is a bit strange, but let me explain. The consumption/production bars shows data in percentage: you're using all energy you are producing, so consumption is 100% Actually this is misleading, and incorrect, it is NOT saying that you are consuming 100% of what you are produci...
- Sat Aug 09, 2014 5:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] Plastic research icon wrong + repair packs
- Replies: 4
- Views: 6830
Re: [0.10.6] Plastic research icon wrong + repair packs
I think it's ok to have different icons between items and research, but it's a matter of personal taste
- Sat Aug 09, 2014 5:00 pm
- Forum: Gameplay Help
- Topic: Energy usage
- Replies: 10
- Views: 3414
Re: Energy usage
I agree with you that it is a bit strange, but let me explain. The consumption/production bars shows data in percentage: you're using all energy you are producing, so consumption is 100% Production is strictly related to consumption in a way that you never produce more than you need (except when loa...
- Fri Aug 08, 2014 5:50 pm
- Forum: Implemented Suggestions
- Topic: allow replacing belts with splitters
- Replies: 25
- Views: 22403
Re: allow replacing belts with splitters
I found that the "fast-replaceable-group" property of the entity should allow it but I'm not sure if it is allowed to have more than one group there (ie: splitter and transport belts).
Anyway, it should be in \data\base\prototypes\entity\entities.lua line 563
Anyway, it should be in \data\base\prototypes\entity\entities.lua line 563
- Fri Aug 08, 2014 5:36 pm
- Forum: Ideas and Suggestions
- Topic: Deactivating entities
- Replies: 1
- Views: 685
Deactivating entities
I found that entities that are going to be removed by deconstruction plans are first deactivated and then removed. So I thought that would be nice you can activate/deactivate entities even in normal game An useful situation could be when your factory is shutting down because a blackout and you want ...
- Thu Aug 07, 2014 5:40 pm
- Forum: Technical Help
- Topic: Game opens, but cant play :(
- Replies: 3
- Views: 5120
Re: Game opens, but cant play :(
it was in FAQbut now seems to be missing...
anyway, for me pressing WIN + D to show desktop twice (WIN+D WIN+D) solves the problem
anyway, for me pressing WIN + D to show desktop twice (WIN+D WIN+D) solves the problem
- Thu Aug 07, 2014 5:36 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6] radar uses 309 KW instead of 300 KW
- Replies: 4
- Views: 1456
Re: [0.10.6] radar uses 309 KW instead of 300 KW
0.10.7 I supposekovarex wrote:Fixed for 0.10.6
- Thu Aug 07, 2014 5:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.10.6][slpwnd] toolbar filter removed but image stays
- Replies: 4
- Views: 3437
Re: [0.10.6] toolbar filter removed but image not cleared
I couldn't reproduce this. Removing the filter clears the image as expected. However, it could be related to this though (https://forums.factorio.com/forum/viewtopic.php?f=7&t=5130). I use alt + left / alt + right click to set / clear the filter (because I have only two mouse buttons :)). Yes, ...
- Wed Aug 06, 2014 9:26 pm
- Forum: Not a bug
- Topic: [0.10.6] deconstruct: item considered gone while still there
- Replies: 2
- Views: 1584
[0.10.6] deconstruct: item considered gone while still there
I set solar panels to be removed but while they are still there all mining drills appear to be unpowered.