Search found 1444 matches

by sparr
Wed Nov 20, 2024 11:08 am
Forum: Ideas and Suggestions
Topic: Toggle to collapse logistic groups to show just the header
Replies: 0
Views: 38

Toggle to collapse logistic groups to show just the header

I'd like to have a little arrow/toggle button on the left side of a logistic group header to collapse it, showing just the header and not the contents of the group. This would make it a lot easier to deal with long lists and/or large groups that are self-explanatory and/or don't change often. mockup...
by sparr
Wed Nov 20, 2024 10:30 am
Forum: Ideas and Suggestions
Topic: Super Force Quick Replace
Replies: 2
Views: 62

Re: Super Force Quick Replace

This would only apply to placing single items, not blueprints. Or maybe it would use a different key combination.
by sparr
Tue Nov 19, 2024 7:08 pm
Forum: Not a bug
Topic: [2.0.20] Hovering alert indicator causes many flashing map alerts to disappear with a rolling shutter like effect
Replies: 3
Views: 80

Re: [2.0.20] Hovering alert indicator causes many flashing map alerts to disappear with a rolling shutter like effect

The problem in question is not that, it's the rolling shutter effect with alerts disappearing in sequence shown in the video.
by sparr
Tue Nov 19, 2024 6:02 pm
Forum: Not a bug
Topic: [2.0.20] Hovering alert indicator causes many flashing map alerts to disappear with a rolling shutter like effect
Replies: 3
Views: 80

[2.0.20] Hovering alert indicator causes many flashing map alerts to disappear with a rolling shutter like effect

I have thousands of alerts for entities missing material for construction. On the map, these appear as yellow triangles of varying translucency, which flash off and on at about 1hz. I never noticed it before, but which alerts are how translucent changes a bit between each flash, possibly in a way th...
by sparr
Tue Nov 19, 2024 5:07 pm
Forum: Bug Reports
Topic: [2.0.20] Interface hotkeys close blueprint editor without prompt or saving
Replies: 2
Views: 44

Re: [2.0.20] Interface hotkeys close blueprint editor without prompt or saving

Sorry. I've updated the title. I'll come back to provide a more verbose description if that seems necessary.
by sparr
Tue Nov 19, 2024 5:06 pm
Forum: Combinator Creations
Topic: My quality upcycler with single-ingredient crafting
Replies: 0
Views: 144

My quality upcycler with single-ingredient crafting

This design takes a common input item, crafts a single-ingredient recipe, then recycles the crafted item, in a loop. This is more effective than directly recycling the input item because the crafting doubles your opportunities for a quality upgrade at the cost of just electricity. Also some single i...
by sparr
Tue Nov 19, 2024 4:08 pm
Forum: Bug Reports
Topic: [2.0.20] Interface hotkeys close blueprint editor without prompt or saving
Replies: 2
Views: 44

[2.0.20] Interface hotkeys close blueprint editor without prompt or saving

While editing a blueprint or its parameters, pressing L, M, O, P, etc will open a new interface, closing the blueprint interface without prompting or saving. This is equivalent to pressing escape in the blueprint editor, or pressing escape *twice* in the parameter editor. I would expect a prompt, or...
by sparr
Tue Nov 19, 2024 3:54 pm
Forum: Ideas and Suggestions
Topic: Blueprint parameter for selector combinator quality filter
Replies: 0
Views: 38

Blueprint parameter for selector combinator quality filter

Currently it seems like the blueprint parameter system doesn't allow changing the comparator or quality level in the quality filter on a selector combinator. It would be nice if it could, so blueprint users don't have to manually make those changes.
by sparr
Tue Nov 19, 2024 3:16 pm
Forum: Ideas and Suggestions
Topic: Super Force Quick Replace
Replies: 2
Views: 62

Super Force Quick Replace

I'd like to be able to ctrl+shift+click a fast inserter on top of a long handed inserter, or vice versa, to perform a replacement. Currently if I super-force-place one on top of the other, wire connections and circuit and logistic settings are lost, but those are preserved in a [quick] replace.
by sparr
Mon Nov 18, 2024 8:38 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.17] Spoilage counts as not spoilable for inserter priority
Replies: 12
Views: 1452

Re: [2.0.17] Spoilage counts as not spoilable for inserter priority

<r><QUOTE author="Hares" post_id="641482" time="1731946026" user_id="162125"><s>[quote=Hares post_id=641482 time=1731946026 user_id=162125]</s> <QUOTE author="sparr" post_id="640692" time="1731809073" user_id="1057"><s>[quote=sparr post_id=640692 time=1731809073 user_id=1057]</s> I want to remove ir...
by sparr
Mon Nov 18, 2024 2:49 pm
Forum: Ideas and Suggestions
Topic: Smarter adding of modules to assembling machines
Replies: 25
Views: 3725

When ctrl clicking modules into a machine, only insert up to the effect cap

When I ctrl+click efficiency modules into a tier 3 assembler, I'd like only 2 to go in, not 4 (unless there are already 2 in there, in which case it would be nice to insert two more, maybe?).
by sparr
Mon Nov 18, 2024 7:53 am
Forum: Ideas and Suggestions
Topic: Select current recipe when changing assembler recipe
Replies: 0
Views: 35

Select current recipe when changing assembler recipe

In 1.1 I was always choosing a new recipe when I clicked the gears in an assembler, so it didn't matter that the default selection was null. In 2.0, I often open that dialog to change the quality of a recipe. It's annoying to have to find and select the same recipe again. It would be nice if it was ...
by sparr
Sun Nov 17, 2024 12:44 pm
Forum: Bug Reports
Topic: [2.0.19] Blueprint preview of inserter quality condition does not render comparator < >
Replies: 0
Views: 42

[2.0.19] Blueprint preview of inserter quality condition does not render comparator < >

An inserter set to filter items >quality renders ">" and the quality icon in alt view in the game world.

That same inserter in the blueprint window renders just the quality icon, indistinguishable from an =quality filter.
11-17-2024, 07-44-00.png
11-17-2024, 07-44-00.png (82.38 KiB) Viewed 42 times
by sparr
Sun Nov 17, 2024 2:04 am
Forum: Resolved Problems and Bugs
Topic: [2.0.17] Spoilage counts as not spoilable for inserter priority
Replies: 12
Views: 1452

Re: [2.0.17] Spoilage counts as not spoilable for inserter priority

I want to remove iron ore before iron bacteria to put on my smelting belt, but I'll start filling the belt with iron bacteria if that's all I have left. I want to pull the least spoiled items to use in production, and the most spoiled to get rid of. But I need to pull 100% spoiled (i.e. converted to...
by sparr
Thu Nov 14, 2024 5:49 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.17] Spoilage counts as not spoilable for inserter priority
Replies: 12
Views: 1452

Re: [2.0.17] Spoilage counts as not spoilable for inserter priority

When inserter grabs freshest items first, it will consider non spoilables (different than spoilage) to be more fresh than items that are already spoiling Doesn't that defeat the whole point of this setting? If I enable spoilage filter and set it to freshest first, I'd expect it to first grab spoila...
by sparr
Thu Nov 14, 2024 11:35 am
Forum: Bug Reports
Topic: [2.0.17] Alt+click dead zone beside alerts notifications
Replies: 0
Views: 54

[2.0.17] Alt+click dead zone beside alerts notifications

When any alerts are showing above the quickbar, there is a zone to the right of them (where more alerts might appear) and to the left (above the toolbar, where I don't think anything can appear?) where alt+click doesn't work.
by sparr
Thu Nov 14, 2024 11:33 am
Forum: Duplicates
Topic: |2.0.15][Linux] Alt-Click for opening Factoriopedia does not seem to work on Linux (Mint 22)
Replies: 1
Views: 117

Re: |2.0.15][Linux] Alt-Click for opening Factoriopedia does not seem to work on Linux (Mint 22)

This is due to your window manager capturing alt+click for moving a window. More details and fixes in previous report:
viewtopic.php?f=58&t=117346&p=628480&hi ... er#p628480
by sparr
Thu Nov 14, 2024 10:47 am
Forum: Resolved Problems and Bugs
Topic: [2.0.17] Spoilage counts as not spoilable for inserter priority
Replies: 12
Views: 1452

[2.0.17] Spoilage counts as not spoilable for inserter priority

I would expect that if I set an inserter to prioritize spoiled items first, it would pull spoilage before anything else. However, it pulls spoilage last, because it's technically an unspoilable item.
by sparr
Wed Nov 13, 2024 12:09 pm
Forum: Ideas and Suggestions
Topic: Map search for items, not [just] recipes
Replies: 0
Views: 68

Map search for items, not [just] recipes

https://factorio.com/blog/post/fff-400 calls the map search "production search", and the Production view is organized by items. Most recipes have the output item as/in the name, so the map search is currently mostly usable as a "where is this item produced?" search, and I think t...
by sparr
Wed Nov 13, 2024 10:56 am
Forum: Ideas and Suggestions
Topic: Show blueprint power connections on the map view
Replies: 0
Views: 61

Show blueprint power connections on the map view

If I have power connections turned on on the map view, and I'm placing a blueprint on the map view, I'd like to see the power connections within and to/from the blueprint there as well, maybe in a different color.

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