As per the thread title, it would be nice to have an interface setting or UI button to have power and item production and consumption graphs display on the same Y scale.
Particularly for items, this would make it easier to see at a glance how production and consumption for a particular item compare.
Search found 532 matches
- Sat Oct 26, 2019 9:35 am
- Forum: Ideas and Suggestions
- Topic: Production Stats Graph change
- Replies: 6
- Views: 1438
- Sat Oct 26, 2019 9:23 am
- Forum: Outdated/Not implemented
- Topic: Personal robots prioritizing nearest first
- Replies: 194
- Views: 61310
Construction bots from personal roboports should build closest first
The bot tile placement improvements in the latest FFF are interesting, but for placing entities I think it would help a lot of bots originating from a personal roboport prioritised construction based on distance. It would make placing rail tracks from a train much quicker, and would allow players to...
- Tue Apr 09, 2019 12:35 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 14198
Re: [0.17.14] Recipes with more than one instance of the same ingredient
Also because it's frankly a relatively minor issue that only affects one or two mods.
- Sat Apr 06, 2019 11:05 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 14198
Re: [0.17.14] Recipes with more than one instance of the same ingredient
Rseding already said that duplicate products will be allowed again in the next version. I really dont want to stress or anything. But with this change my whole mod pack is not working anymore, i need to disable bio processing and other mods relay on it. Cant you push a quick update to correct this?...
- Tue Mar 26, 2019 4:45 pm
- Forum: Modding interface requests
- Topic: Add a "blueprint as" property
- Replies: 4
- Views: 1198
Re: Add a "blueprint as" property
Okay, that also works with copy-paste if you use events.on_player_setup_blueprint and make the appropriate checks, thanks.
Still, the entities/tiles need to have (hidden, non-craftable) items defined to place them for them to be selectable for blueprints/copying
Still, the entities/tiles need to have (hidden, non-craftable) items defined to place them for them to be selectable for blueprints/copying
- Tue Mar 26, 2019 4:07 pm
- Forum: Modding interface requests
- Topic: Add a "blueprint as" property
- Replies: 4
- Views: 1198
Re: Add a "blueprint as" property
I seem to be missing something because I can't work out where to find/replace in that situation. All that event gives me is the player index, and I don't see anything in the LuaPlayer API that is useful here.
- Tue Mar 26, 2019 2:22 pm
- Forum: Modding discussion
- Topic: Removing fluid temperature - thoughts?
- Replies: 94
- Views: 30483
Re: Removing fluid temperature - thoughts?
I can't think of any application that needs fluid temperature. Even a mod like my old Reactors didn't need fluid temperature - if I made it again today I would be outputting steam instead of heated water, and I could just as easily adjust the amount of high-temperature steam produced as its temperat...
- Tue Mar 26, 2019 12:19 pm
- Forum: Modding interface requests
- Topic: Add a "blueprint as" property
- Replies: 4
- Views: 1198
Add a "blueprint as" property
Is it feasible to add a field to prototypes to allow that entity/tile to be replaced with another entity/tile in blueprints? There are times when a mod needs to swap out an entity at some point after it's built, and this currently breaks blueprints made after that swap. Three example uses: Make all ...
- Thu Mar 21, 2019 1:47 pm
- Forum: Implemented Suggestions
- Topic: Minor graphical suggestion: landfill sprite change
- Replies: 3
- Views: 1415
Minor graphical suggestion: landfill sprite change
I'd like to suggest that the landfill tile takes its appearance from, say, dirt-3 instead of grass-1. Having landfilled tiles look like muddy dirt instead of pristine grass seems a lot more fitting. Am I correct in thinking that the use of grass-1 is a holdover from when grass was the only tile allo...
- Mon Mar 18, 2019 12:45 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Autosaving with autosave interval set to "Never"
- Replies: 5
- Views: 1201
Re: [0.17.14] Autosaving with autosave interval set to "Never"
Oh, sorry, I didn't clarify. I did not save any changes.
- Mon Mar 18, 2019 12:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Autosaving with autosave interval set to "Never"
- Replies: 5
- Views: 1201
Re: [0.17.14] Autosaving with autosave interval set to "Never"
%APPDATA%\Factorio\config\config.ini shows autosave-interval=101
- Mon Mar 18, 2019 4:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Autosaving with autosave interval set to "Never"
- Replies: 5
- Views: 1201
[0.17.14] Autosaving with autosave interval set to "Never"
I have autosave interval set to "Never" but my game is being auto-saved every 101 minutes - I have two autosaves of my current test map with play times of 01:41 :00 and 03:22:00 When I click "Never" in the save settings I see the textbox value is 101, when I drag the slider aroun...
- Sun Mar 17, 2019 5:46 pm
- Forum: Modding interface requests
- Topic: More shortcut button API features please
- Replies: 1
- Views: 756
Re: More shortcut button API features please
Gah, I looked at the API but didn't find the shortcut features because they're in LuaPlayer for some reason:
https://lua-api.factorio.com/latest/Lua ... ut_toggled
https://lua-api.factorio.com/latest/Lua ... ut_toggled
- Sun Mar 17, 2019 11:40 am
- Forum: Modding interface requests
- Topic: More shortcut button API features please
- Replies: 1
- Views: 756
More shortcut button API features please
I've been experimenting with shortcut buttons and there are a few features I feel are currently lacking. I think these are pretty obvious so they're probably already on somebody's to-do list or even being worked upon, but: Respect the prototype's technology_to_unlock setting - currently this does no...
- Sun Mar 17, 2019 2:48 am
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 14198
Re: [0.17.14] Recipes with more than one instance of the same ingredient
I was really tired when I posted this, or I would have thought of another possibility: if a recipe has multiple entries for a single item type, consolidate them into a single entry. So the recipe in my first post would become: ingredients = { {"copper-cable", 7}, {"electronic-circuit&...
- Sat Mar 16, 2019 7:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 14198
Re: [0.17.14] Recipes with more than one instance of the same ingredient
Yeah I'm not aching to see this fixed somehow, but I feel it's an odd behaviour that the devs should at least be aware of (if they're not already).
- Sat Mar 16, 2019 7:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.17.14] Recipes with more than one instance of the same ingredient
- Replies: 34
- Views: 14198
[0.17.14] Recipes with more than one instance of the same ingredient
In the process of testing a mod I ended up with a recipe containing the following ingredients: ingredients = { {"copper-cable", 5}, {"electronic-circuit", 2}, {"copper-cable", 1}, {"copper-cable", 1} } In-game this shows up in tooltips and assemblers as having...
- Thu Mar 14, 2019 11:49 pm
- Forum: Gameplay Help
- Topic: [0.17.9] I can't get the speakers to work! [SOLVED]
- Replies: 7
- Views: 2076
Re: [0.17.9] I can't get the speakers to work! [SOLVED]
Don't worry about it, I've made much dumber mistakes
- Thu Mar 14, 2019 1:43 pm
- Forum: Gameplay Help
- Topic: [0.17.9] I can't get the speakers to work! [SOLVED]
- Replies: 7
- Views: 2076
Re: [0.17.9] I can't get the speakers to work!
I mean do you have enough power to the speaker? Might the speaker be working when you disable Electric Furnaces because that reduces your power draw? A quick sandbox test shows that the speaker stops working when it has <50% power.
- Thu Mar 14, 2019 11:38 am
- Forum: Gameplay Help
- Topic: [0.17.9] I can't get the speakers to work! [SOLVED]
- Replies: 7
- Views: 2076
Re: [0.17.9] I can't get the speakers to work!
Maybe dumb question: is the speaker powered in the save in which it doesn't work?