Search found 95 matches
- 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 ...
- 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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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...
Something like belt reader... but for train segments would be nice...
- 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 ...
I know that there have been a lot of issues and suggestions related to that ...
- 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 ...
- 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...
- 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 ...
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 ...
- 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 ...
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 ...
- Tue Oct 22, 2024 8:33 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
- 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 ...
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 ...
- 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 ...