Search found 42 matches

by -DeadlyKitten
Mon Jan 11, 2021 6:02 am
Forum: Ideas and Suggestions
Topic: New Feature: Allow reordering logistics requester slots
Replies: 43
Views: 16584

change request location / 'a request for this item already exists' / Quick rearranging of the logistics config

TL;DR One sentence to describe your idea with a bit different words than in the subject when you click on a request slot when there is already a request slot move the request location instead of giving an error What ? when in the invintory looking at the logistic menu, click on an empty box and req...
by -DeadlyKitten
Mon Jan 11, 2021 4:48 am
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 33
Views: 6097

Re: Create module request when placing ghost over existing building

+1
allowing copy paste/ blueprints/ setting copy paste to add module requests would be very nice to have
by -DeadlyKitten
Tue Dec 01, 2020 5:49 am
Forum: Technical Help
Topic: [1.1.2] Alerts not appearing next to taskbar
Replies: 3
Views: 1352

Re: [1.1.2] Alerts not appearing next to taskbar

Fixed, for others who have this problem: the mod more minimap autohide was installed and i did not know about it, the fix listed here: https://steamcommunity.com/app/427520/d ... 653699418/ is to press control + N did not work because that hot key is also used by another mod except is some circumsta...
by -DeadlyKitten
Tue Dec 01, 2020 3:33 am
Forum: Technical Help
Topic: [1.1.2] Alerts not appearing next to taskbar
Replies: 3
Views: 1352

Re: [1.1.2] Alerts not appearing next to taskbar

Update: I got a quick fixed by going back 20 minutes to the last auto save before the issue started I have had the issue described above 6 times now in addition I got a 2nd issue where all UI on the bottom of the screen disappeared, (quickbar, alerts, weapons, and crafting queue) this 2nd issue I go...
by -DeadlyKitten
Sun Nov 29, 2020 7:38 am
Forum: Technical Help
Topic: [1.1.2] Alerts not appearing next to taskbar
Replies: 3
Views: 1352

[1.1.2] Alerts not appearing next to taskbar

the alerts are missing from their normal position next to the task bar it appears similar to if you used /alerts <enable/disable/mute/unmute> <alert type> to disable alearts but i get the error message 'alert type entity_destroyed isn't disabled' if I try fix the issue using the command What did you...
by -DeadlyKitten
Sun Nov 29, 2020 7:13 am
Forum: Ideas and Suggestions
Topic: wildcards in some commands
Replies: 0
Views: 490

wildcards in some commands

TL;DR let commands have an all or * to apply all posable options What ? at https://wiki.factorio.com/Alerts it shows a command to disable a give alert /alerts <enable/disable/mute/unmute> <alert type> my suggestion is to include an 'all' option for <alert type> in this location i assume there are o...
by -DeadlyKitten
Thu Nov 26, 2020 4:32 am
Forum: Resolved Problems and Bugs
Topic: [1.1.0] Main menu background simulation doesn't run mods' control.lua but runs lua migrations
Replies: 7
Views: 3034

Re: [1.1.0] Main menu background simulation doesn't run mods' control.lua but runs lua migrations

Would it be posable to allow mods' control.lua to work on an opt-in basis for each tips and tricks? This would allow the vanilla tips and tricks to operate but still allow mods to make their own tips and tricks. It would also put the responsibility to make it work explicitly on them. edit: as you've...
by -DeadlyKitten
Tue Oct 27, 2020 3:09 am
Forum: Not a bug
Topic: [1.0.0] pump pulling in fluid that does not match destination
Replies: 4
Views: 1133

Re: [1.0.0] pump pulling in fluid that does not match destination

the point about stuck fluids is mostly for new players that do not already know about the quick-remove feature, the part i care about is that this would allow fluid un-mixing, as currently that is very difficult due to https://forums.factorio.com/viewtopic.php?f=47&t=90742, this would allow a wa...
by -DeadlyKitten
Tue Oct 27, 2020 2:16 am
Forum: Duplicates
Topic: [1.0.0] tanks with fluids not giving a signal
Replies: 4
Views: 1329

Re: [1.0.0] tanks with fluids not giving a signal

my usage is not to due with trains, i am trying to make a compact advanced oil processing
Screenshot 2020-10-26 201521.png
Screenshot 2020-10-26 201521.png (834.18 KiB) Viewed 1299 times
by -DeadlyKitten
Tue Oct 27, 2020 2:13 am
Forum: Duplicates
Topic: [1.0.0] tanks with fluids not giving a signal
Replies: 4
Views: 1329

Re: [1.0.0] tanks with fluids not giving a signal

see also: https://forums.factorio.com/viewtopic.php?f=23&t=86041 I am asking for this anyway because without either this or with https://forums.factorio.com/viewtopic.php?f=7&t=90745 multi fluid systems are nearly impossible to use, it is most likely a simple fix that could open a whole new ...
by -DeadlyKitten
Tue Oct 27, 2020 1:47 am
Forum: Not a bug
Topic: [1.0.0] pump pulling in fluid that does not match destination
Replies: 4
Views: 1133

[1.0.0] pump pulling in fluid that does not match destination

a pump pulls in fluid that it does not have a hope of putting in the destination due to the destination due to having a different type of fluid easy to work around in this case but could potentially be a hard problem to diagnose in the case of a contaminated fluid line, Screenshot 1: Real example of...
by -DeadlyKitten
Tue Oct 27, 2020 12:22 am
Forum: Duplicates
Topic: [1.0.0] tanks with fluids not giving a signal
Replies: 4
Views: 1329

[1.0.0] tanks with fluids not giving a signal

If a tank has less then 1 fluid but more then 0 (ex: 0.3 fluid) then it will not output a signal on a circuit network despite containing fluid Recreating bug: 1) Placed blueprint 1 and waited a bit for it to stop moving liquid 2) Mouse over center tank and observe that there is liquid in it 3) Mouse...
by -DeadlyKitten
Fri Oct 23, 2020 2:08 am
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] mod crash not recoverable
Replies: 4
Views: 1606

Re: [Rseding91] [1.0.0] mod crash not recoverable

having a reset settings for listed mods option would work for this but would not be as nice as the previous mentioned plan, it would allow mod makers to use ctrl+shift+e to look at exactly what the prototypes ended up as, it would remove the softlock though which would be better then what we have no...
by -DeadlyKitten
Wed Oct 21, 2020 9:14 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] mod crash not recoverable
Replies: 4
Views: 1606

[Rseding91] [1.0.0] mod crash not recoverable

If a mod crashes on startup currently the only option is to disable that mod or disable all mods. If the crash only happens sometimes based on start up settings then you get locked out of that mod, you cannot enable the mod because of the crash and you cannot change the settings and stop the crash b...
by -DeadlyKitten
Sat Aug 08, 2020 11:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.18.41] Crash picking up new blueprint book (ReadAdapter::canSelect)
Replies: 12
Views: 3274

Re: [0.18.41] Crash picking up new blueprint book (ReadAdapter::canSelect)

thx for the fix, I am curious what caused the bug?

sorry for long response time, i only get to do this weekends
by -DeadlyKitten
Mon Aug 03, 2020 6:44 am
Forum: Resolved Problems and Bugs
Topic: [0.18.41] Crash picking up new blueprint book (ReadAdapter::canSelect)
Replies: 12
Views: 3274

[0.18.41] Crash picking up new blueprint book (ReadAdapter::canSelect)

steps to recreate 1) in a new world enable showing the blueprint book in the icon area next to the quick-select bars 2) click the blueprint book button Annotation 2020-08-03 003940.png 3) watch: you will get the graphic of a new blueprint book in your cursor 4) watch: very quickly (i think a single ...
by -DeadlyKitten
Tue Jun 30, 2020 5:26 am
Forum: Resolved Problems and Bugs
Topic: [0.18.34] game allows higher request then trash
Replies: 1
Views: 787

[0.18.34] game allows higher request then trash

I had an item set to have between 1 and 5 items (i will denote this 1-5) in my inventory and set it to have (1-0) items in my inventory. This confused the bots as they started taking me items and then taking them back as they immediately get trashed (similar to what they did in version 0.17 if you r...
by -DeadlyKitten
Wed Jun 03, 2020 11:40 pm
Forum: Ideas and Suggestions
Topic: waiting for conferm button in the mod menu
Replies: 2
Views: 777

waiting for conferm button in the mod menu

in the mods menu when installing/updating large numbers of mods you must wait for all the mods to download before the continue button is clickable. This can result in a long process (updating a lot of mods followed by restarting) which will wait for a player interaction part way through. Instead ple...

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