That would be cool. I just launched a game. I crafted artillery and wanted to place its blueprint while it was being crafted.
And Q doesn't collide with any other functionality in that menu.
Search found 132 matches
- Thu May 25, 2023 8:10 pm
- Forum: Ideas and Suggestions
- Topic: Crafting screen Pipette
- Replies: 22
- Views: 4624
- Thu May 25, 2023 7:32 pm
- Forum: Ideas and Suggestions
- Topic: "Open folder" button inside menus
- Replies: 3
- Views: 1087
Open save folder button (from load/save game)
I would like a button, that would open wherever the save is saved.
For quick interests, like "I wonder how big my save file is"
Players would not have to google where their saves are.
For quick interests, like "I wonder how big my save file is"
Players would not have to google where their saves are.
- Wed May 10, 2023 5:36 pm
- Forum: Not a bug
- Topic: [0.16.36] Bots don't auto-trash items if inventory full
- Replies: 4
- Views: 1759
[1.1.80] Auto-trash don't trash items if inventory full
Version 1.1.80 I have a similar issue: 1. Have a full inventory with one stack of miners (50). 2. Have free trash slots. 3. Set auto-trash to trash more than 50 miners (and request 0). 4. Deconstruct a miner with a hand. 5. Observe: "No space in the inventory" msg and the miner item is dro...
- Wed May 03, 2023 11:14 pm
- Forum: General discussion
- Topic: I don't know why 'factorio' makes such a fuss about "leeching"
- Replies: 15
- Views: 6669
Re: I don't know why 'factorio' makes such a fuss about "leeching"
Being able to remove fuel from locomotives will be (is already) avilable in 1.2, it actually has a good reason, to be able to automatically upgrade fuel type in your train system (apart the obvious system where you put fuel from locomotive to locomotive) I wanted to do the > apart the obvious syste...
- Mon Oct 03, 2022 9:06 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 62786
Re: Optimization idea: abstraction
You can run one instance of the abstraction for real and place views of that instance wherever there is a copy. For an example how to mod this look at how factorissimo can show you the inside of the factory building. Using factorissimo as base might also be an option. You build your factory inside ...
- Sat Oct 01, 2022 1:09 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 62786
Re: Cycles: Merge entities, mod for performance idea
I caught up with this thread, I see no one suggesting precisely what I did suggest. Implementation clarifications Note: I am talking about a furnace column, but the cycle wouldn't be 4.8 seconds, since they consume coal or other fuel, so it could be the length of burning the fuel (if multiple of 4.8...
- Sat Sep 24, 2022 1:06 am
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 236
- Views: 62786
Cycles: Merge entities, mod for performance idea
I was reading a rant about UPS here and I thought about an idea I have had for some time. Idea The machines in factorio do repetitive work. An intelligent entity could optimize performance by finding cycles that repeat. I think this is a very hard problem. However we, as players, could select a part...
- Fri Feb 25, 2022 10:21 pm
- Forum: News
- Topic: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
- Replies: 30
- Views: 17385
Re: Friday Facts #368 - Steam deck, Ghost bugs, Docs improvements
The text wrapping is quite weird on mobile:
On requesting "Desktop site":
Using Android, Chrome.- Wed Mar 03, 2021 7:13 pm
- Forum: Not a bug
- Topic: [1.1.26] Pole connects to ghost but built pole is in range
- Replies: 2
- Views: 1055
Re: [1.1.26] Pole connects to ghost but built pole is in range
I get that, but it just feels bad that when you add an unnecessary pole into a blueprint, which will change connections if that pole doesn't get built the built doesn't work!
- Wed Mar 03, 2021 5:38 pm
- Forum: Not a bug
- Topic: [1.1.26] Pole connects to ghost but built pole is in range
- Replies: 2
- Views: 1055
[1.1.26] Pole connects to ghost but built pole is in range
Not P(this is a bug) = 1, but it sure is weird and annoying.
What happens: Inserter in the attached image is unpowered.
Expected result: Pole reconnects to give the inserter power.
How did I do it:
1. ctrl+c part of the build
2. paste it
3. bots make parts of it
What happens: Inserter in the attached image is unpowered.
Expected result: Pole reconnects to give the inserter power.
How did I do it:
1. ctrl+c part of the build
2. paste it
3. bots make parts of it
- Sun Nov 01, 2020 9:10 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 80768
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Amazing! I wonder just about the poles. If a pole has a reach of X, then networks X apart are connected. If networks are 2X+1 apart, you can place a pole in the middle to connect those networks (which is done automagically now while holding down the button). What about networks between X+1 and 2X ap...
- Mon Aug 31, 2020 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Turn off UI (key binding)
- Replies: 10
- Views: 3934
Re: Turn off UI (key binding)
Wait, I was talking about the regular map, not minimap.
Anyway, I feel it is quite an issue since driving south shouldn't be connected with difficulties that are not present while driving north.
Anyway, I feel it is quite an issue since driving south shouldn't be connected with difficulties that are not present while driving north.
- Mon Aug 31, 2020 6:51 pm
- Forum: Ideas and Suggestions
- Topic: Turn off UI (key binding)
- Replies: 10
- Views: 3934
Re: Turn off UI (key binding)
Well not only you cannot turn, but you also slow down.
This is not the way to go, controls should be conserved.
This is not the way to go, controls should be conserved.
- Tue Aug 25, 2020 2:47 pm
- Forum: Ideas and Suggestions
- Topic: Turn off UI (key binding)
- Replies: 10
- Views: 3934
Turn off UI (key binding)
I would like to turn off UI by some keypress. The use case is when running around to not accidentally stepping into biter nest cause they were hidden behind UI, especially hotbar, which is closest to the player and takes up about half viewing distance. Also, I have seen this requested for screenshot...
- Fri Jul 24, 2020 12:18 pm
- Forum: News
- Topic: Friday Facts #357 - Nuke
- Replies: 96
- Views: 45959
Re: Friday Facts #357 - Nuke
The nuke first destroys the cliffs instantly, at once, and then start killing entities with hp from middle to far end.
Shouldn't the cliffs be destroyed with the shockwave as well?
Shouldn't the cliffs be destroyed with the shockwave as well?
- Sun Jul 19, 2020 8:17 pm
- Forum: News
- Topic: Friday Facts #356 - Blueprint library for real
- Replies: 123
- Views: 57005
Re: Friday Facts #356 - Blueprint library for real
Since it is possible to place blueprints in map is it possible to make blueprints from map? It is/would be useful for giant arrays of evenly spaced roboports. It can be done with radars while zoomed in, but still... it would be more consistent if it were possible. Keep being awesome Kovarex! Powerfu...
- Thu Jun 18, 2020 1:37 am
- Forum: News
- Topic: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
- Replies: 199
- Views: 75502
Re: Friday Facts #351 - Beacon re-redesign & Simplified fluid mixing
The JS rolling image seems to be a bit off for me on Android phone.
As I move the slider, the assemblers move a bit...
As I move the slider, the assemblers move a bit...
- Fri May 08, 2020 2:55 pm
- Forum: News
- Topic: Friday Facts #346 - He who does nothing, breaks nothing
- Replies: 47
- Views: 20988
Re: Friday Facts #346 - He who does nothing, breaks nothing
I sometimes thought of it as an excuse. I connected quite a lot of things that we in Czechia seem to do differently from other parts of the world, In my mind, I connected them with Communism. In this case, it was: The government is doing bad stuff and if you try to do something about it, you might r...
- Fri Mar 20, 2020 1:18 pm
- Forum: News
- Topic: Friday Facts #339 - Beacon HR + Redesign process
- Replies: 216
- Views: 92194
Re: Friday Facts #339 - Beacon HR + Redesign process
What do you mean "long post"? It is one of the shorter ones!
Also, I cannot but help to see it as some sort of turret. A fighting entity. It looks eerie.
I like the design itself, to me, it just looks more like a front line, electric defence mechanism shocking the bitters with lightning.
Also, I cannot but help to see it as some sort of turret. A fighting entity. It looks eerie.
I like the design itself, to me, it just looks more like a front line, electric defence mechanism shocking the bitters with lightning.
- Tue Mar 17, 2020 6:27 pm
- Forum: Not a bug
- Topic: 0-padding in Mods
- Replies: 1
- Views: 947
0-padding in Mods
It doesn't really make sense to me to have numbers from 0% to 100% 0 padded from the left.