Search found 767 matches
- Mon Oct 24, 2022 9:11 pm
- Forum: Ideas and Suggestions
- Topic: Create module request when placing ghost over existing building
- Replies: 21
- Views: 5777
Re: Create module request when placing ghost over existing building
I ran into this issue again today and it's really annoying. If you want to do anything other than simply filling all slots with the same module you pretty much have to install module inserter. Very nice mod, but implementing this suggestion would be even easier to use. Therefore a definite +1.
- Mon Oct 24, 2022 9:02 pm
- Forum: Ideas and Suggestions
- Topic: [1.1.69] Item request proxy prevents manually inserting modules
- Replies: 1
- Views: 484
[1.1.69] Item request proxy prevents manually inserting modules
When hovering over the item-request-proxy you can't insert the requested items into the machine, which is quite counter intuitive. Especially when using "Y", since it drops the item next to the machine on the ground, instead of just doing nothing (As it would do if you tried to insert an i...
- Mon Oct 24, 2022 8:53 pm
- Forum: Minor issues
- Topic: [1.1.69] Floating text when upgrading modules
- Replies: 3
- Views: 988
[1.1.69] Floating text when upgrading modules
When upgrading modules in a machine a floating text appears, with something like:
I would expect to also get a message like:-4 speed module 3 (1)
+4 speed module 2 (34)
- Mon Oct 24, 2022 8:44 pm
- Forum: Not a bug
- Topic: [1.1.69] Item request proxy doesn't go down in some cases
- Replies: 2
- Views: 712
[1.1.69] Item request proxy doesn't go down in some cases
To recreate:
- Create a beacon (or any other entity with module slots) with an item-request-proxy with a request for only one module
- Insert the requested module into the machine manually
- Observe that the item-request-proxy still requests one module
- Mon Oct 10, 2022 8:47 am
- Forum: Ideas and Suggestions
- Topic: Improve the clarity of location pings
- Replies: 2
- Views: 872
Re: Improve the clarity of location pings
+ 1. Maybe there could be some way of telling which player made which ping and in which order. Different colors and a small counter for example
- Sat Sep 24, 2022 10:40 am
- Forum: Ideas and Suggestions
- Topic: Keep character inventory open, when walking away from other inventory
- Replies: 3
- Views: 819
Re: Keep character inventory open, when walking away from other inventory
When I don't need the character inventory any more I just close it myself immediately. So when it is closed automatically it annoys me pretty much 100% of the time. This is of course just my own experience. So I would be interested if any people actually rely on the "autoclosing on walking away...
- Sat Sep 24, 2022 8:41 am
- Forum: Ideas and Suggestions
- Topic: Keep character inventory open, when walking away from other inventory
- Replies: 3
- Views: 819
Keep character inventory open, when walking away from other inventory
What ? When you open the inventory of any entity, like a chest, assembling machine or even an inserter it opens the character inventory on the left. If you walk away from the entity so that it exceeds your reach, the GUI closes. I suggest that the character inventory should stay open or rather full...
- Sat Sep 24, 2022 8:27 am
- Forum: Won't fix.
- Topic: [1.1.69] Tooltip shows pollution when pollution is disabled
- Replies: 1
- Views: 983
[1.1.69] Tooltip shows pollution when pollution is disabled
When pollution is disabled in map settings the tooltips still show the pollution production rate.
I did a search and couldn't find anything. Sorry if it has been reported already.
I did a search and couldn't find anything. Sorry if it has been reported already.
- Sat Sep 24, 2022 7:53 am
- Forum: Mod portal Discussion
- Topic: [One Line Suggestions]
- Replies: 52
- Views: 20122
Re: [One Line Suggestions]
- unify pages /user/username and /profile/mods (at least change the target of the link in the top right corner)
- add /notifications/list and /licenses as tabs to /user/username
- Fri Sep 23, 2022 5:16 am
- Forum: Questions, reviews and ratings
- Topic: shortcuts
- Replies: 1
- Views: 678
Re: shortcuts
Under settings-> interface -> other -> shortcut bar you can add up to two more rows to the shortcut bar for a total of 24 available shortcuts. That should be plenty. Unfortunately it’s not possible to add even more spaces to the shortcut bar with a mod, unless you create a completely new GUI. I also...
- Sun Sep 18, 2022 1:59 pm
- Forum: Ideas and Suggestions
- Topic: Canceling crafting when inventory is full spills items
- Replies: 33
- Views: 6778
- Fri Sep 16, 2022 3:23 pm
- Forum: Modding interface requests
- Topic: Features of Infinite ressource
- Replies: 14
- Views: 2346
Re: Infinite ressource like Oil doesn't respect minimum property for depletion
You could replace a “depleted” infinite resource that has more than 20% yield with a new infinite resource with the same yield. It’s yield would then decrease further towards 20% yield until on_resource_depleted is called again.
- Sat Sep 10, 2022 8:52 am
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Factorio freezes always at the exact same moment
- Replies: 8
- Views: 3500
- Fri Sep 09, 2022 5:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.68] Factorio freezes always at the exact same moment
- Replies: 8
- Views: 3500
Re: [1.1.68] Factorio freezes always at the exact same moment
May I asked how such wonders are achieved?
- Mon Sep 05, 2022 8:03 am
- Forum: General discussion
- Topic: why prod modules are important
- Replies: 155
- Views: 21013
Re: why prod mods are important
Just wanted to add that while PM3s are really expensive, it is always worth it crafting four of them for the rocket silo. They pay of even for the first rocket. Also PM1s are relatively cheap. Their pay of time is quite short for most things. For example PM1s are cheaper than processing units. So as...
- Sat Sep 03, 2022 4:14 pm
- Forum: Implemented Suggestions
- Topic: New Game Support Languages on Steam
- Replies: 12
- Views: 2483
Re: New Game Support Languages on Steam
First of all I'm happy that the misunderstanding seems to be resolved. I remember an FFF about contracting a team of professionnal translator maybe for the 1.0 release ? maybe what ssilk is saying is that only those langages are shown on steam because otherwise Wube could be misunderstood as proposi...
- Wed Aug 31, 2022 10:15 am
- Forum: Implemented Suggestions
- Topic: New Game Support Languages on Steam
- Replies: 12
- Views: 2483
Re: New Game Support Languages on Steam
@ssilk as I understand the OP, they suggest that wube adds the languages that are already maintained on crowdin (for example Greek) to the steam page. Which makes total sence.
- Sat Aug 20, 2022 8:41 am
- Forum: Outdated/Not implemented
- Topic: Make inserters be able to grab from another inserter while the items is in the air
- Replies: 13
- Views: 2488
Re: Make inserters be able to grab from another inserter while the items is in the air
I honestly just don't understand your description of the design you have an issue with - but I would like to. That's why I was hoping for some images.
- Sat Aug 20, 2022 6:18 am
- Forum: Outdated/Not implemented
- Topic: Make inserters be able to grab from another inserter while the items is in the air
- Replies: 13
- Views: 2488
Re: Make inserters be able to grab from another inserter while the items is in the air
I feel like some images could help understanding the problem you are facing and maybe even finding solutions that already exist in the game.
- Sat Aug 20, 2022 5:55 am
- Forum: Ideas and Suggestions
- Topic: Matching colors in production statistics screen when filtering for science packs
- Replies: 9
- Views: 1750
Re: Matching colors in production statistics screen when filtering for science packs
Agreed. What I would change instead is, that each item has a consistent color/look all over the game. Because I think that’s the most irritating thing of all. The combination of color and different staggered lines or other things would give any item a unique look. Yeah I was about to post a similar...