Search found 29 matches
- Wed Mar 04, 2026 12:41 am
- Forum: Not a bug
- Topic: [2.0.76] Strings containing rich text icons are sorted incorrectly in English and non-English localisations
- Replies: 4
- Views: 329
Re: [2.0.76] Strings containing rich text icons are sorted incorrectly in English and non-English localisations
Yes, this is not a bug. We do not sort based off rich text rendering but always sort based off lexgographical ordering (sometimes ignoring case).
There are no plans to sort based off anything else.
Thanks for the response, I appreciate it. But I'll find a way to do this myself one way or ...
- Tue Mar 03, 2026 4:53 pm
- Forum: Not a bug
- Topic: [2.0.76] Strings containing rich text icons are sorted incorrectly in English and non-English localisations
- Replies: 4
- Views: 329
Re: [2.0.76] Strings containing rich text icons are sorted incorrectly in English and non-English localisations
That is a feature request and you already made it.
Having had this in the back of my head for 5 years now I don't agree with this. Or, I agree in the sense that "please fix this problem" is a feature request. I come back to this every time I have to look through my list of train stops that's ...
- Tue Mar 03, 2026 2:57 pm
- Forum: Not a bug
- Topic: [2.0.76] Strings containing rich text icons are sorted incorrectly in English and non-English localisations
- Replies: 4
- Views: 329
[2.0.76] Strings containing rich text icons are sorted incorrectly in English and non-English localisations
I propose that the default sort order of rich text icons is incorrect in, separately, both English and non-English localisations. I suggested this ( https://forums.factorio.com/viewtopic.php?t=97719 ) 5 years ago and as time goes on I am more convinced that the current ordering is a detriment to the ...
- Sun Nov 24, 2024 5:07 pm
- Forum: Minor issues
- Topic: Oscillating minimap when hovering.
- Replies: 2
- Views: 1050
Re: Oscillating minimap when hovering.
Having this on 2.0.20 as well. It's not entity-specific - as far as I can tell it happens when the hovering motion takes you above and below a point at which the minimap would shift by 1 pixel. When starting to hover you can see how the minimap nearly always moves down by 1 pixel, from there it's ...
- Tue Nov 19, 2024 7:15 pm
- Forum: Not a bug
- Topic: 2.0.7: Superconductors recyclable?
- Replies: 8
- Views: 8518
Re: 2.0.7: Superconductors recyclable?
This decision seems completely arbitrary. Recyclers state they can undo processes other than smelting and chemistry; given that this recipe is not performed in a furnace or a chemical plant it's fair for the player to assume it's neither. I think this is a bug, if not in the recyclability of ...
- Sat Nov 16, 2024 11:31 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.15] Cancelling partially-fulfilled inventory request leaves the icon in place
- Replies: 6
- Views: 2703
Re: [2.0.15] Cancelling partially-fulfilled inventory request leaves the icon in place
I think the biggest issue of handling those orders is the control scheme. We're accustomed to picking up / dropping items in the inventory with left-click, and shift-click moving to another inventory / trash.
This isn't related to this bug report, but I'd be hard-pressed to tell someone what ...
- Sat Nov 16, 2024 5:06 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.15] Cancelling partially-fulfilled inventory request leaves the icon in place
- Replies: 6
- Views: 2703
[Genhis][2.0.15] Cancelling partially-fulfilled inventory request leaves the icon in place
Given the following rocket inventory requests, made using the ghost cursor in remote view:
An inventory slot
A rocket can only contain 5 EM plants, so I want to cancel the unfulfilled request for 17 EM plants, which I would normally do by right-clicking. However, that actually instructs the bots ...
An inventory slot
A rocket can only contain 5 EM plants, so I want to cancel the unfulfilled request for 17 EM plants, which I would normally do by right-clicking. However, that actually instructs the bots ...
- Mon Nov 11, 2024 11:09 pm
- Forum: Not a bug
- Topic: [pard] [2.0.9] in Tips and Tricks Heating mechanics shown under vulcanus briefing
- Replies: 4
- Views: 1375
Re: [pard] [2.0.9] in Tips and Tricks Heating mechanics shown under vulcanus briefing
And it's under Quality for me (2.0.15):
- Fri Mar 22, 2024 2:57 pm
- Forum: News
- Topic: Friday Facts #403 - Train stops 2.0
- Replies: 132
- Views: 61852
Re: Friday Facts #403 - Train stops 2.0
Genhis also just finished up Super-force building support for the Rail planner, so crusading over lakes is easier than ever.
Imagine dropping this bombshell as a throwaway line at the end of the FFF!
(for anyone who missed it: look closely at the bottom segments of rail in the last video about ...
Imagine dropping this bombshell as a throwaway line at the end of the FFF!
(for anyone who missed it: look closely at the bottom segments of rail in the last video about ...
- Fri Jan 26, 2024 12:10 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 140
- Views: 74456
Re: Friday Facts #395 - Generic interrupts and Train stop priority
The new item icon placeholder effectively canonises using item icons in train stop names - that's good news for me because I already do that, but raises questions:
1. Could now be a good time to implement a more intuitive order for stops with icons in their names? I see that the list of interrupts ...
1. Could now be a good time to implement a more intuitive order for stops with icons in their names? I see that the list of interrupts ...
- Fri Jan 05, 2024 4:28 pm
- Forum: Modding help
- Topic: How do I determine if a train stop is accessible to a train, without side effects?
- Replies: 5
- Views: 2244
Re: How do I determine if a train stop is accessible to a train, without side effects?
This feature looks incredible - thanks!
- Fri Jan 05, 2024 3:17 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 145
- Views: 89073
Re: Friday Facts #392 - Parametrised blueprints
Noticed that kovarex is usng train stops prefixed with rich text icons. Me too! Wondering if this might be as good a time as any to suggest for 2.0 that the sort order of train stop names with icons in them be changed to match the sort order of that icon in the inventory, as opposed to being ...
- Mon Dec 25, 2023 11:16 am
- Forum: Modding help
- Topic: How do I determine if a train stop is accessible to a train, without side effects?
- Replies: 5
- Views: 2244
Re: How do I determine if a train stop is accessible to a train, without side effects?
I'm looking forward to it! I don't suppose there's any information about it available ahead of time?
- Fri Dec 22, 2023 11:03 pm
- Forum: Modding help
- Topic: How do I determine if a train stop is accessible to a train, without side effects?
- Replies: 5
- Views: 2244
How do I determine if a train stop is accessible to a train, without side effects?
There's no modding API that hooks into whatever method Factorio natively uses to check if there's a path from one rail to another. boskid speaks a bit about that here: https://test.forums.factorio.com/viewtopic.php?p=598088#p598088
That's fine. We don't need dedicated APIs, that's what hacks and ...
That's fine. We don't need dedicated APIs, that's what hacks and ...
- Tue Oct 31, 2023 2:43 am
- Forum: Ideas and Suggestions
- Topic: Sort item icons in rich text by where they would appear in the inventory
- Replies: 28
- Views: 10469
Re: Sort item icons in rich text by where they would appear in the inventory
Good point! Have updated the thread title to amend.mmmPI wrote: Tue Oct 31, 2023 2:32 am The title says "Alphabetise" , but the picture shows "Electronic Circuits" before "Advanced Circuits". That is confusing me.
- Tue Oct 31, 2023 2:09 am
- Forum: Ideas and Suggestions
- Topic: Sort item icons in rich text by where they would appear in the inventory
- Replies: 28
- Views: 10469
Re: Alphabetise item icons in rich text by inventory order
Alright, I've gone ahead and made my first mod to implement this as a proof-of-concept.
Mod can be found here: https://mods.factorio.com/mod/ordered-rich-text-train-stops
Github: https://github.com/rossjrw/factorio-ordered-rich-text-train-stops
This mod adds a pane to the train UI with a list of ...
Mod can be found here: https://mods.factorio.com/mod/ordered-rich-text-train-stops
Github: https://github.com/rossjrw/factorio-ordered-rich-text-train-stops
This mod adds a pane to the train UI with a list of ...
- Wed Oct 25, 2023 10:40 pm
- Forum: Ideas and Suggestions
- Topic: Sort item icons in rich text by where they would appear in the inventory
- Replies: 28
- Views: 10469
Re: Alphabetise item icons in rich text by inventory order
I've added an image to the OP with a visual example of what I'm hoping for, to hopefully make it crystal clear to everyone (and any devs who happen to stumble across this post) what this suggestion is about 
- Wed Oct 25, 2023 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Sort item icons in rich text by where they would appear in the inventory
- Replies: 28
- Views: 10469
Re: Alphabetise item icons in rich text by inventory order
It's objectively inferior for the users that the icons are sorted "randomly".
It seems like it should have been so obvious in retrospect, but yes I did initially think the stops were effectively random, as I mentioned in the OP. And that's an excellent point about it being even worse for users ...
- Tue Oct 24, 2023 11:32 pm
- Forum: Ideas and Suggestions
- Topic: Sort item icons in rich text by where they would appear in the inventory
- Replies: 28
- Views: 10469
Re: Alphabetise item icons in rich text by inventory order
I've been thinking about a mod that attempts to implement this, but I don't think it's feasible.
In theory, creating the new order should be easy. If the lexograhpical sort function can be hijacked, or if another sort can be inserted inside/after each method that produces such a list, e.g ...
In theory, creating the new order should be easy. If the lexograhpical sort function can be hijacked, or if another sort can be inserted inside/after each method that produces such a list, e.g ...
- Thu Oct 14, 2021 5:01 pm
- Forum: Implemented Suggestions
- Topic: Redo functionality
- Replies: 51
- Views: 31705
Make Ctrl+Shift+Z do nothing
Ctrl+Z undoes. Sometimes I'll instinctively press Ctrl+Shift+Z to redo, which obviously doesn't exist in the game. However, Factorio interprets Ctrl+Shift+Z as a superset of Ctrl+Z and undoes again , which was the opposite of my intent and may lead to me accidentally undoing lots of things. I'd love ...