Search found 79 matches
- Wed Apr 22, 2020 5:05 am
- Forum: Ideas and Suggestions
- Topic: Blueprint import with missing signals
- Replies: 8
- Views: 2490
Re: Blueprint import with missing signals
I have some blueprints that I made back around 0.16.something that I still use. Somewhere in the 0.17 tree, a migration removed all of the 'wood' signals from the BPs - but the combinators still show up with the other options set. They're just missing the output signal. /shrug I'm assuming some inte...
- Wed Apr 08, 2020 7:58 pm
- Forum: Releases
- Topic: Version 0.18.18
- Replies: 52
- Views: 26960
Re: Version 0.18.18
Ultral...err...Biter.theolderbeholder wrote: ↑Wed Apr 08, 2020 7:23 pmSo there is a new tier of enemies coming behind "Behemoth"? How will it be called?
- Wed Apr 08, 2020 7:56 pm
- Forum: Ideas and Suggestions
- Topic: [0.18.17] Logistics Gui resets count when item selected
- Replies: 3
- Views: 1541
Re: [0.18.17] Logistics Gui resets count when item selected
haha! That didn't take long to move
- Wed Apr 08, 2020 7:50 pm
- Forum: Ideas and Suggestions
- Topic: [0.18.17] Logistics Gui resets count when item selected
- Replies: 3
- Views: 1541
- Wed Apr 08, 2020 7:45 pm
- Forum: Implemented Suggestions
- Topic: Character GUI tab select hotkey
- Replies: 1
- Views: 1392
Character GUI tab select hotkey
What Add a hotkey, such as ctrl+tab for switching the active tab within the Character GUI. gui_tab_hotkey.png Why Many of the controls in the game are already keyboard driven. In order to quickly check the logistics tab when the crafting tab was the last used, you must first press 'e', then take yo...
- Tue Apr 07, 2020 6:09 pm
- Forum: Ideas and Suggestions
- Topic: [0.18.17] Logistics Gui resets count when item selected
- Replies: 3
- Views: 1541
[0.18.17] Logistics Gui resets count when item selected
What When you create a new Logistics request, the item is blank and the count defaults to 1. request_initial.png If I then set the count I want request_setcount.png And then pick the item request_setitem.png It resets the count to the size of a stack, forcing me to re-enter the count of items I wan...
- Tue Apr 07, 2020 5:55 pm
- Forum: Ideas and Suggestions
- Topic: Control Passenger Trains from Map Mode
- Replies: 4
- Views: 1311
Re: Control Passenger Trains from Map Mode
I've been using this mod:
https://mods.factorio.com/mod/QoL-TempStations
It provides personal trains which you can summon to you with a hotkey.
https://mods.factorio.com/mod/QoL-TempStations
It provides personal trains which you can summon to you with a hotkey.
- Tue Apr 07, 2020 2:16 am
- Forum: News
- Topic: Friday Facts #341 - Audio, Artillery, Attenuation
- Replies: 30
- Views: 15828
- Sat Mar 21, 2020 2:30 am
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 91837
Re: Friday Facts #339 - Beacon HR + Redesign process
Also, I cannot but help to see it as some sort of turret. A fighting entity. It looks eerie. https://cdn.pastemagazine.com/www/articles/85-Best-100-Robots-in-Film-BRAIN.jpg or... https://i.ytimg.com/vi/Uf1X-bh49Lg/maxresdefault.jpg Either way, I can't wait until it fries the biters for me...
- Thu Mar 12, 2020 4:07 am
- Forum: Implemented Suggestions
- Topic: Deconstruction Book
- Replies: 27
- Views: 9146
Re: Deconstruction Book
Oh yeah... I already +1'd this request Good thing I searched before requesting it lol
- Sun Mar 01, 2020 6:44 am
- Forum: Ideas and Suggestions
- Topic: auto drag roboport
- Replies: 21
- Views: 5950
Re: auto drag roboport
I do use a blueprint to lay down the majority of my roboports - complete with power lines. when blueprints aren't the best alternative, . There have been so many times that I've had to mouse over the prior ghost and then count squares from some decorative to get the ghosts to line up for when the bo...
- Sun Mar 01, 2020 6:02 am
- Forum: Ideas and Suggestions
- Topic: More Info on Hover (circuit network)
- Replies: 4
- Views: 1051
Re: More Info on Hover (circuit network)
I use a pole to see that. I would appreciate this suggestion, but on the other hand it’s not quite logical, because what you see then is not the part of the circuit entity you are pointing to. And there are cases, where no space is left: when you use the logistic network output from a roboport. So ...
- Sat Feb 29, 2020 5:17 pm
- Forum: Ideas and Suggestions
- Topic: More Info on Hover (circuit network)
- Replies: 4
- Views: 1051
- Sat Feb 29, 2020 5:16 pm
- Forum: Ideas and Suggestions
- Topic: auto drag roboport
- Replies: 21
- Views: 5950
Re: auto drag roboport
I'm not completely sure about the click, drag and run to build roboports idea. That is handled pretty well with a blueprint that also includes the necessary power, etc. But in the same vein, when blueprints aren't the best alternative, I WOULD love to be able to see where a ghost-roboport's logistic...
- Sat Feb 29, 2020 5:06 pm
- Forum: Ideas and Suggestions
- Topic: Doodads and plants over concrete floors :(
- Replies: 16
- Views: 4279
Re: Doodads and plants over concrete floors :(
Didn't, once upon a time, Factorio remove the decoratives when you purposely covered them with something else? Or am I thinking of a different game... if so, it's definitely an idea. I'd love biter bodies to go away when I build on top of them. https://i.pinimg.com/originals/da/7f/99/da7f99c2bc6aaa8...
- Sat Feb 29, 2020 4:54 pm
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 35
- Views: 8855
Re: QoL: Copy recipe From Assembling Machine to additional entities
Hm, yes, good point. But you also gave me the next argument: if you copy and paste then currently only the ingredients are copied, not the recipe output (already mentioned by someone? Didn’t find it). I think using the recipe output only for the storage chest and for anything else using the ingredi...
- Sat Feb 29, 2020 6:42 am
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 35
- Views: 8855
Re: QoL: Copy recipe From Assembling Machine to additional entities
So the first time I upgrade a string of belts from yellow to red, I have 50 yellow belts sitting in central storage. The next time I have 100 yellow belts sitting in central storage... Ahh... ^ ^ but there are not so much items, where you can do that. Belts, inserters (but not all), steel chests, a...
- Sat Feb 29, 2020 6:09 am
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 35
- Views: 8855
Re: QoL: Copy recipe From Assembling Machine to additional entities
But I do want to thank you - you made me analyze my setup and realize that I don't even need the passive provider chest. The storage chest is a good enough dumping ground between the assemblers AND it collects the unwanted extras from the bot network. storage_only.png You've saved me a lot of provid...
- Sat Feb 29, 2020 5:49 am
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 35
- Views: 8855
Re: QoL: Copy recipe From Assembling Machine to additional entities
Hm. Well, I looked at the video. Even I still doubt that this would be a useful feature; when you know you need to upgrade, why don’t you just wait for the bots to finish? Other point: when the bots bring the belts to a central storage and you produce some 50 more belts, then the next time the bots...
- Thu Feb 27, 2020 4:05 am
- Forum: Ideas and Suggestions
- Topic: Copy recipe output to filter of storage chest (QoL: Copy recipe From Assembling Machine to additional entities)
- Replies: 35
- Views: 8855
Re: QoL: Copy recipe From Assembling Machine to additional entities
I would also like to be able to paste the recipe to a wired inserter and have it default the circuit condition for that inserter. assembly_inserter_filter.png Use a constant combinator and set it to the item you want to produce, with the max amount that should be placed in the chest as negative val...