Search found 10 matches
- Tue Nov 05, 2024 3:15 am
- Forum: Minor issues
- Topic: [2.0.14] Riding rocket to space does not allow upgrade planners or deconstruction planners personal inventory
- Replies: 6
- Views: 1050
Re: [2.0.14] Riding rocket to space does not allow upgrade planners or deconstruction planners personal inventory
Thanks for that! I was aware of the blueprint library and adding them to the hotbar, though I think I did overlook that I can have it linked to blueprints within the blueprints directory, without actually having them in my inventory. If that works with planners, that's all I need; however, I have a ...
- Mon Nov 04, 2024 2:27 pm
- Forum: Minor issues
- Topic: [2.0.14] Riding rocket to space does not allow upgrade planners or deconstruction planners personal inventory
- Replies: 6
- Views: 1050
Re: [2.0.14] Riding rocket to space does not allow upgrade planners or deconstruction planners personal inventory
Thanks for the reply!
That's my point, though. They're not items, really. You can access them down in the quick-bar just like you can remotes, wire, etc. They only "act" as items when you need to configure special information within them.
So, if we're only going to consider them as items sometimes ...
That's my point, though. They're not items, really. You can access them down in the quick-bar just like you can remotes, wire, etc. They only "act" as items when you need to configure special information within them.
So, if we're only going to consider them as items sometimes ...
- Sun Nov 03, 2024 7:44 pm
- Forum: Minor issues
- Topic: [2.0.14] Riding rocket to space does not allow upgrade planners or deconstruction planners personal inventory
- Replies: 6
- Views: 1050
[2.0.14] Riding rocket to space does not allow upgrade planners or deconstruction planners personal inventory
Probably not a bug so much as an inconvenience and/or unintended consequence.
I cannot get on a rocket and launch into space with Upgrade Planners or Deconstruction Planners in my inventory. This doesn't really make sense to me on why these would be considered physical items blocked from transport ...
I cannot get on a rocket and launch into space with Upgrade Planners or Deconstruction Planners in my inventory. This doesn't really make sense to me on why these would be considered physical items blocked from transport ...
- Fri Oct 11, 2024 6:41 pm
- Forum: News
- Topic: Friday Facts #432 - Aquilo
- Replies: 187
- Views: 57201
Re: Friday Facts #432 - Aquilo
Can I give a suggestion? I absolutely adore the snowy graphics. I can see why rails don't freeze over as it would be annoying to run a heatpipe along the whole length of a rail line.
But imagine how cool it would look to have the rails freeze over visually even though they aren't affected ...
- Mon Jun 24, 2024 1:39 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 128062
Re: Friday Facts #416 - Fluids 2.0
I do think seeing which direction the fluid is flowing is an important graphical experience and I would like to see that maintained. With that said, I much prefer abstracting it's actual flow away, as you described.
- Mon May 20, 2024 6:24 pm
- Forum: News
- Topic: Friday Facts #411 - All about asteroids
- Replies: 70
- Views: 21621
Re: Friday Facts #411 - All about asteroids
Honestly, the longer the descriptions, the better. The more information I can digest, the better. And the further the rocket gets to travel when I'm done........the better.
- Sun Apr 07, 2024 1:36 pm
- Forum: News
- Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
- Replies: 141
- Views: 40027
Re: Friday Facts #405 - Whole belt reader, New logistics GUI
I believe, as others have stated, you should absolutely include an ability to see where they're made. Just not all at once. We don't need that much exposure. Hovering over an item in the table and it highlighting where it's made and/or where its members are (and vise versa with members) would be a ...
- Wed Sep 13, 2023 4:07 am
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 275731
Re: Friday Facts #375 - Quality
Overall, I love this! But I also hate the names! I expect you will make them moddable though, right? I'd name them something like Crude/Low (and you only realize the quality wasn't even good before you unlock quality modules and see it), Normal/Nominal, High/Great, Exceptional/Superior and ...
- Sun Sep 18, 2022 5:34 pm
- Forum: News
- Topic: Friday Facts #367 - Expansion news
- Replies: 220
- Views: 159142
Re: Friday Facts #367 - Expansion news
Would really appreciate an update on this from Wube. Really looking forward to this. The suspense is killing me!
- Thu Dec 30, 2021 1:58 am
- Forum: Gameplay Help
- Topic: Doesn't anyone have a kovarex blueprint that doesn't need te
- Replies: 11
- Views: 18687
Re: Doesn't anyone have a kovarex blueprint that doesn't need te
I've made one here: https://factorioprints.com/view/-Ms80Wm07C0K7wvNXTe8
Just requires the Miniloader Mod, which is honestly one of the best QoL mods you can have, IMO.
Just requires the Miniloader Mod, which is honestly one of the best QoL mods you can have, IMO.