I'm playing the latest version without mods but when I search for "pack" on the Production stats, it also shows rail production. I checked if it somehow contains "pack" word in the description but it doesn't.
Search found 131 matches
- Sat May 22, 2021 2:28 am
- Forum: Not a bug
- Topic: Production Stats window filter shows irrelevant results
- Replies: 2
- Views: 1027
- Tue Jan 26, 2021 12:50 pm
- Forum: Implemented Suggestions
- Topic: Decider combinator with "Anything" output
- Replies: 32
- Views: 21478
Re: Decider combinator with "Anything" output
@DaveMcW can you also allow filter inserters to accept "Any" as Set stack size signal? The use case is, picking up the exact amount of items from a chest or wagon. When there is a tick difference, we can pick up the wrong amount. When we use the new logic to set filters on inserters, the c...
- Sat Dec 05, 2020 11:49 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.5] Crash on undo in multiplayer: "LatencyState.cpp:2005: !entity->isGhost() was not true"
- Replies: 1
- Views: 1858
[posila] [1.1.5] Crash on undo in multiplayer: "LatencyState.cpp:2005: !entity->isGhost() was not true"
The game crashed on vanilla multiplayer when i try to undo a previously deleted belt.
- Thu Dec 03, 2020 2:12 pm
- Forum: Outdated/Not implemented
- Topic: Increase Constant Combinator signal count to 30
- Replies: 2
- Views: 1330
- Tue Dec 01, 2020 9:28 pm
- Forum: Outdated/Not implemented
- Topic: Increase Constant Combinator signal count to 30
- Replies: 2
- Views: 1330
Increase Constant Combinator signal count to 30
TL;DR 30 signals in Constant Combinator What ? increase Constant Combinator signal count from 20 to 30 Why ? When you try to set logistic requests for requester chest or buffer chest, you can set 30 signals, But 1 constant combinator can only set 20 signals. You can always add another constant comb...
- Mon Nov 30, 2020 9:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
- Replies: 7
- Views: 3862
- Mon Nov 30, 2020 9:53 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 39657
Re: Force (Shift) Blueprint placement improvements
I'm too lazy right now to link to all the threads suggesting one or another part of what you suggest, but there have been many suggestions in the same direction in the past :) I know these are partially suggested in the past, I wanted to share them all together. I'm hoping that previous similar sug...
- Mon Nov 30, 2020 2:49 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 39657
Force (Shift) Blueprint placement improvements
TL;DR More powerful blueprint placement What ? Placing blueprints with shift pressed should be more powerful and smart improvements: - Upgrade buildings which can be upgraded instead of ignoring them ( belts, chests, inserters, assemblers, rail signals, power poles ) - Overwrite module configuratio...
- Mon Nov 30, 2020 2:40 pm
- Forum: Ideas and Suggestions
- Topic: Map tag dialog: Enable old features additionally to new ones
- Replies: 10
- Views: 3557
Re: Map tag dialog: Enable old features additionally to new ones
The old way was much more faster and usable. Because of the new implementation's tedious way, I stopped using it for most cases and trying to use the "show product icons on map view" feature instead. The only downside of this is, you need to zoom in to see everything clearly. Also please a...
- Mon Nov 30, 2020 1:53 pm
- Forum: Implemented Suggestions
- Topic: [1.0.0] Continue button doesn't warn mod mismatch.
- Replies: 2
- Views: 1192
Re: [1.0.0] Continue button doesn't warn mod mismatch.
Implemented with 1.1
thanks
thanks
- Fri Nov 27, 2020 9:57 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
- Replies: 7
- Views: 3862
- Fri Nov 27, 2020 9:26 pm
- Forum: Ideas and Suggestions
- Topic: Allow recipes to be chosen as blueprint icons and map tags
- Replies: 14
- Views: 4312
Inconsistency between icon selection
As you can see from the images, you can use recipes as icons inside text fields.
But not for the icon boxes on blueprints and map tags.
Since these are ALSO icons, they should be selectable as an icon.
But not for the icon boxes on blueprints and map tags.
Since these are ALSO icons, they should be selectable as an icon.
- Fri Nov 27, 2020 9:21 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
- Replies: 7
- Views: 3862
Re: [1.1.0] Inventory auto extend logic inconsistency
In 1.1.1 the logistics expand when i put a request anywhere in the last row except in the first cell Screenshot from 2020-11-27 22-08-37.png Thanks for the update. I did test 1.1.1 with the first cell and it didn't extend, I thought they didn't fix the issue between 1.1.0 and 1.1.1 Apparently, they...
- Fri Nov 27, 2020 9:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] Blueprint window left menu cut when Components have scroll
- Replies: 3
- Views: 2243
Re: [1.1.1] Blueprint window left menu cut when Components have scroll
Updated the post with more details.
- Fri Nov 27, 2020 9:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.1.0] Logistic request auto extend logic inconsistency
- Replies: 7
- Views: 3862
[boskid] [1.1.0] Logistic request auto extend logic inconsistency
For blueprint storage, add a new row logic works if you put a blueprint on the last ROW. But for the logictic requests window it only works if you put a request on the last CELL. 1- This causes inconsistency across game UI 2- For the people who likes it organized, last cell may be empty on logistic ...
- Fri Nov 27, 2020 8:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.1] Blueprint window left menu cut when Components have scroll
- Replies: 3
- Views: 2243
[kovarex] [1.1.1] Blueprint window left menu cut when Components have scroll
With 1.1 you guys have implemented a bugfix for https://forums.factorio.com/viewtopic.php?f=11&t=91426. I believe this current bug is related to this change. How to reproduce; - Open the game with vanilla & creative mod and it will reproduce the problem. - resolution: 1920x1080 - UI scale: %...
- Wed Nov 25, 2020 11:56 am
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132427
Re: Version 1.1.0
Did we have the language selector on the main screen before? Now we have a nice beautiful animation in the background and there is a button that doesn't make sense at all IMO. (We already have a copy of it under Settings -> Interface ) There could be a popup once someone installs the game and runs i...
- Tue Nov 24, 2020 2:43 pm
- Forum: Releases
- Topic: Version 1.1.0
- Replies: 222
- Views: 132427
Re: Version 1.1.0
Thanks Wube for the update. I was waiting it on Thursday like the previous releases and surprised that it came out on Monday night. There are many beautiful improvements and bugfixes in the game. I'm sad about; - ghost upgrading doesn't work for blueprints. It would be great if we had a shortcut lik...
- Fri Nov 20, 2020 12:27 pm
- Forum: Ideas and Suggestions
- Topic: Allow recipes to be chosen as blueprint icons and map tags
- Replies: 14
- Views: 4312
Re: Allow recipes to be chosen as blueprint icons.
If you don’t want to wait you can download the second mod mentioned in my signature. Alongside a few other things (which you can disable via startup settings) the mod adds virtual signals for all the recipe icons that are missing right now. Thank you but this would broke blueprints when someone sha...
- Fri Nov 20, 2020 12:24 pm
- Forum: Ideas and Suggestions
- Topic: Allow recipes to be chosen as blueprint icons and map tags
- Replies: 14
- Views: 4312
Re: Allow recipes to be chosen as blueprint icons.
Btw it would be great if we are able to select Recipe Icons for map tagging as well.