Search found 1444 matches
- 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...
- 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.
- 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.
- 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...
- 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.
- 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...
- 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...
- 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.
- 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.
- 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...
- 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?).
- 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 ...
- 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.
That same inserter in the blueprint window renders just the quality icon, indistinguishable from an =quality filter.
- 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...
- 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...
- 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.
- 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
viewtopic.php?f=58&t=117346&p=628480&hi ... er#p628480
- 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.
- 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...
- 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.