Search found 95 matches

by Tooster
Sun May 11, 2025 6:55 pm
Forum: Not a bug
Topic: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons
Replies: 4
Views: 363

Re: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons


The mod hotkeys are specifically set to block game actions in its lua definition.


Yup, after checking in with mod author, nothing better to do there. IMO the best option would be to color the binding background in red if there are clashing keybindings, so that would be on your guys' side. You ...
by Tooster
Sun May 04, 2025 9:45 am
Forum: Not a bug
Topic: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons
Replies: 4
Views: 363

Re: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons

Thanks, that hinted me to try something else: I looked in the menu for the other shortcuts I have bound for mouse button 4/5 and I found that I set them to Pavement Drive Assist mod's "toggle cruise control" and "toggle driving assistant". After I rebound those shortcuts to SHIFT + Mouse 4/5, it now ...
by Tooster
Fri May 02, 2025 3:06 pm
Forum: Not a bug
Topic: [2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons
Replies: 4
Views: 363

[2.0.47] Back/Forward shortcuts not working for Mouse 4/5 buttons

Shortcuts for "back" and "forward" don't work with Mouse 4 and Mouse 5 buttons.

When trying to navigate between windows in game that allow going back/forward, such as map view, using Mouse 4 and Mouse 5 (configured in the settings as back/forward) doesn't do anything.

Expected behavior:
It ...
by Tooster
Tue Apr 01, 2025 4:57 pm
Forum: Duplicates
Topic: [2.0.47-0] Certain shortcuts don't work for "confirm window" when the input is focused
Replies: 0
Views: 144

[2.0.47-0] Certain shortcuts don't work for "confirm window" when the input is focused

Certain (non printing!) key combinations don't trigger "confirm window" when the input box is selected.
I tried setting CTRL+SPACE and it won't trigger, even though the shortcut is non-printing.

Repro:

Set "confirm window" to CTRL+SPACE shortcut
In game, open the logistics menu
focus the ...
by Tooster
Wed Mar 26, 2025 7:54 pm
Forum: Ideas and Suggestions
Topic: Enable the Fuel tab of train even when outside of range
Replies: 1
Views: 196

Enable the Fuel tab of train even when outside of range

TL;DR
Enable the Fuel train tab when the player character is out of range.
And in the future do the same for other entity UIs.


What?
Currently when the player is outside of range of a train, the fuel tab is disabled. But with the addition of remote view in the 2.0, player can exit the train UI ...
by Tooster
Wed Mar 26, 2025 7:15 pm
Forum: Ideas and Suggestions
Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
Replies: 40
Views: 4708

Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation

You know what you can do for now? Rebind "confirm window" shortcut in settings from "E" to "CTRL+E" (or personally I recommend even stronger "CTRL+SPACE") and learn that by muscle memory. It can be pressed using exclusively left hand as well (so no need to move hand from mouse to press ENTER), is ...
by Tooster
Sun Nov 24, 2024 10:04 pm
Forum: Gameplay Help
Topic: [2.0.13] Generic train fuel signals mixes with generic item read from station
Replies: 2
Views: 580

Re: [2.0.13] Generic train fuel signals mixes with generic item read from station

You added "circuit condition [generic fuel] = coal", in the interrupt conditions, but how is that supposed to work when the train is en route? Circuits are sent to train on stations. Your circuit condition should not be fulfilled as far as I'm aware.
by Tooster
Sun Nov 24, 2024 9:30 pm
Forum: Pending
Topic: Thr Fuel signal. The train froze forever. Unexpected result
Replies: 4
Views: 1053

Re: Thr Fuel signal. The train froze forever. Unexpected result

It would be nice if we could run the compound wait condition for each locomotive and THEN take the "all". Or if not that, read the fuel per locomotive and send it to circuit network. "Fuel (all)" is hardly usable when the trains have mixed fuel. There should be something like a "each/any" scope for ...
by Tooster
Sun Nov 24, 2024 8:58 pm
Forum: Ideas and Suggestions
Topic: It's 2.0 space age, but refueling station is still a huge PITA
Replies: 6
Views: 2583

Re: It's 2.0 space age, but refueling station is still a huge PITA

Ok, I have now time to respond fully and provide more details.

The main issue that we can't sensibly and reliably make circuits based on train fuel. Trying to work with fuel and maybe doing some circuit network calculations depends on weird hacks such as inactivity time, emptying trains first etc ...
by Tooster
Sun Nov 24, 2024 12:24 am
Forum: Ideas and Suggestions
Topic: It's 2.0 space age, but refueling station is still a huge PITA
Replies: 6
Views: 2583

Re: It's 2.0 space age, but refueling station is still a huge PITA


I'm curious as to why you consider this to be an issue ?
Some solutions I can think of :



I'll reply tomorrow, but there are multiple reported issues already with interrupts simply not working roght now. One case is double locomotive bidirectional train where one locomotive has different fuel ...
by Tooster
Sun Nov 24, 2024 12:17 am
Forum: Ideas and Suggestions
Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
Replies: 40
Views: 4708

Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation

Any "solution" proposing some weird hacks for letter E or removing the (objectively superior) functionality og inputs accepting formulas/variables etc miss the crucial insight: E is just a bad key for the Accept action. It was good befory, but requirements changed, so it is no longer a viable option ...
by Tooster
Sat Nov 23, 2024 9:54 pm
Forum: Gameplay Help
Topic: Train Fuel Consumption Priority and Interrupts
Replies: 7
Views: 4062

Re: Train Fuel Consumption Priority and Interrupts

Yeah, currently train refueling is a huge PITA. I need to use mods such as inventory sensor just to fill in the gap in the basic vanilla functionality...

Something like belt reader... but for train segments would be nice...
by Tooster
Sat Nov 23, 2024 9:34 pm
Forum: Ideas and Suggestions
Topic: It's 2.0 space age, but refueling station is still a huge PITA
Replies: 6
Views: 2583

It's 2.0 space age, but refueling station is still a huge PITA

Since the addition of train interrupts I imagined generic train refueling stations will become an easy, nice thing to build at least. But it is still pretty difficult due to to the limitations of reading locomotive fuel.

I know that there have been a lot of issues and suggestions related to that ...
by Tooster
Sat Nov 23, 2024 9:22 pm
Forum: Ideas and Suggestions
Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
Replies: 40
Views: 4708

Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation

The simplest way is to just use Enter... I don't see a need to go back to E as confirm. The only drawback is that enter is on the right of the keyboard, while E was right next to WASD. Tab would be nice to change focus, then space for confirmation, just like in the web browser. Would allow for even ...
by Tooster
Sat Nov 23, 2024 9:17 pm
Forum: Ideas and Suggestions
Topic: Name of interrupt stations should be editable
Replies: 5
Views: 685

Re: Name of interrupt stations should be editable

yeah, copy paste would be a nice way to go. Same goes for copy-pasting a selection of conditions. It is a huge PITA having to click through each one and repeating the same sequence of clicks a dozen times...
by Tooster
Fri Oct 25, 2024 5:07 pm
Forum: Duplicates
Topic: [2.0.10] force building belts over other belts adds extra unwanted underground belts
Replies: 1
Views: 571

[2.0.10] force building belts over other belts adds extra unwanted underground belts

When trying to put a 4x4 belt balancer over the 4 lane bus, underground some extra underground belts are placed for some reason.

This is how a balancer loosk like:
Screenshot from 2024-10-25 18-50-39.png

This is what it looks like without force building while hovering:
Screenshot from 2024-10 ...
by Tooster
Tue Oct 22, 2024 8:48 pm
Forum: Not a bug
Topic: [0.17.0] Pick ghost item while crafting
Replies: 4
Views: 1769

Re: [0.17.0] Pick ghost item while crafting

See https://forums.factorio.com/viewtopic.php?f=7&t=116680

This issue is a huge PITA in the early stages of the game, where I often have not enough of some item, but it is placed somewhere in the vicinity, so I press Q, mine the placed entity and expect to place it, but I need to exit ghost cursor ...
by Tooster
Tue Oct 22, 2024 8:26 pm
Forum: Duplicates
Topic: [2.0.8] Mining a building with item count 0 in EQ does't update ghost cursor, disallows placing entity
Replies: 2
Views: 338

[2.0.8] Mining a building with item count 0 in EQ does't update ghost cursor, disallows placing entity

I didn't find this report on the forum:

In the early game when I have few items I sometimes pick an item with Q when I don't have the item in EQ. Mining nearby items with ghost cursor of that entity doesn't update the cursor, disallowing placing the building.

Reproduction:
1. Place an electric ...
by Tooster
Tue Oct 22, 2024 5:15 pm
Forum: Duplicates
Topic: [2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming
Replies: 5
Views: 634

Re: [2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming

yes, e accepts input for scientific notation, it was in some FFF iirc. Tehre are also SI suffixes like k, m and the rest I don't remember. I don't remember which FFF it was mentioned in, and the variables are news to me, would be nice to have some documented info about it. For anyone interested ...

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