Search found 141 matches

by Dixi
Thu Feb 28, 2019 12:19 pm
Forum: Resolved Problems and Bugs
Topic: [antron] [0.17.2] [mac] [keybind] Middle-click to clear toolbar slot does not work
Replies: 5
Views: 1642

Re: [0.17.2] (Mac) Middle-click to clear toolbar slot does not work

As I said before, using middle button, for multi OS game, where some of those OS do not expect to have that button at all is a bad idea. Also "mouse only" is too limiting. Since all reasonable mouse actions like shift-Lclick (that was working before) are reserved, because toolbar is suppos...
by Dixi
Wed Feb 27, 2019 8:15 pm
Forum: Ideas and Suggestions
Topic: Swap input on chemical factory
Replies: 73
Views: 39483

Re: Swap input on chemical factory ☸

Since 0.17 situation with inputs become worse then before. Now oil refinery can "turn water to oil", if switched from advanced recipe to basic (if there are no water in pipes or you loaded old save) - https://forums.factorio.com/viewtopic.php?f=7&t=65224&p=400658#p400658 thats a re...
by Dixi
Wed Feb 27, 2019 8:09 pm
Forum: Ideas and Suggestions
Topic: 0.17 problem: items not appear on toolbar after pickup
Replies: 18
Views: 3587

Re: 0.17 problem: items not appear on toolbar after pickup

I don't see that "autofill toolbar" in Interface options. Do I have to change something in config manually?

Or it's just a dream about how it should be?
by Dixi
Wed Feb 27, 2019 5:08 pm
Forum: Ideas and Suggestions
Topic: 0.17 problem: items not appear on toolbar after pickup
Replies: 18
Views: 3587

Re: 0.17 problem: items not appear on toolbar after pickup

Yes, ofc.

We asking only about free slots. I think this game never replaced already occupied places in inventory or toolbar.
by Dixi
Wed Feb 27, 2019 2:03 pm
Forum: Ideas and Suggestions
Topic: 0.17 problem: items not appear on toolbar after pickup
Replies: 18
Views: 3587

Re: 0.17 problem: items not appear on toolbar after pickup

This.... Is kinda half the reason the toolbar became shortcuts. So you could put what you want there and not end up with all the random junk you crafted. ...after a few days you probably wont even notice. I think many players want to see on toolbar things they just crated or took from a chest. Not ...
by Dixi
Wed Feb 27, 2019 8:28 am
Forum: Technical Help
Topic: hotkey/command to remove link from toolbar - can't find
Replies: 4
Views: 1513

Re: hotkey/command to remove link from toolbar - can't find

Shoooter13 wrote:
Wed Feb 27, 2019 7:29 am
Middle Mouse Wheell
Thanks, at least it can be done someway (even uncomfortable).
Any way to change it in options? I did not found. Pointing on a slot and pressing a button "q" (or some other) would be much better.
by Dixi
Wed Feb 27, 2019 7:28 am
Forum: Technical Help
Topic: hotkey/command to remove link from toolbar - can't find
Replies: 4
Views: 1513

hotkey/command to remove link from toolbar - can't find

How to remove a link from toolbar?

shift-left_click does not work, as it was in 0.16

Also dragging another item on a toolbar does not replace previous.
So I really dunno how to organize toolbar now :-(
by Dixi
Wed Feb 27, 2019 6:50 am
Forum: Ideas and Suggestions
Topic: 0.17 problem: items not appear on toolbar after pickup
Replies: 18
Views: 3587

0.17 problem: items not appear on toolbar after pickup

In 0.16 and less, when one create or pickup an item, it appear on a toolbar, if there is a free place. Usually we very often use items soon after pickup/create, so it was comfortable and reasonable to see them on toolbar. In that case we were opening inventory not so often. In 0.17 toolbar stays cle...
by Dixi
Wed Feb 27, 2019 6:40 am
Forum: Not a bug
Topic: [0.17.0] new game: new items are not appearing on toolbar
Replies: 4
Views: 1765

Re: [0.17.0] new game: new items are not appearing on toolbar

Yes I know it's not an inventory. But items links should still appear there when items are created or taken, if there are any free positions. Because very often in the game (almost always before we start to use construction bots) we create something, or take something, and use it soon after that. If...
by Dixi
Tue Feb 26, 2019 10:04 pm
Forum: Not a bug
Topic: [0.17.0] new game: new items are not appearing on toolbar
Replies: 4
Views: 1765

[0.17.0] new game: new items are not appearing on toolbar

New items were always automatically added to free toolbar slots (in 0.16 and less). Now they are not appearing there. If there is an option it should be turned on by default. If there is no option, then they must appear on toolbar. I think all new players and majority of all players are using toolba...
by Dixi
Tue Feb 26, 2019 9:41 pm
Forum: Not a bug
Topic: [0.17.0] Oil refinery problem: inputs are changing on recipe change
Replies: 6
Views: 2794

[0.17.0] Oil refinery problem: inputs are changing on recipe change

I've loaded existing 0.16 save with big base. In oil refinery section all refineries were connected for Advanced oil processing plan. But some of them were switched later to Basic oil processing. That caused no problems in 0.16 After map load in 0.17 water supplying pipe become marked for oil, water...
by Dixi
Mon Feb 11, 2019 10:59 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 43673

Re: Friday Facts #281 - For a Few Frames More

now if only i didn't have to hold my hands together in frustration while the game pauses and takes 30 seconds to save my huge base. totally interrupting my train of thought, or biter attack. i brought this up before but no one seemed to think it was a great idea, but i would really love a 10 second...
by Dixi
Fri Feb 08, 2019 10:30 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 43673

Re: Friday Facts #281 - For a Few Frames More

Philip017 wrote:
Fri Feb 08, 2019 10:05 pm
that steam over the reactor setup is too obscuring to be able to work under it
Adds more realism? :-) In RL they usually turn off turbine, before doing some works.

But I agree, less dense smoke will be better.
by Dixi
Fri Feb 08, 2019 7:22 pm
Forum: News
Topic: Friday Facts #281 - For a Few Frames More
Replies: 85
Views: 43673

Re: Friday Facts #281 - For a Few Frames More

config.ini cache-sprite-atlas=true Wonderful! Why it's not true by default? Load time about 17 sec without cache (default) and only 9 sec after change. 1.8Gb atlas-cache really not a problem. Do you have any more advises how to speedup loading, by chance? ;-) Also, a question to DEV's: Why you stor...
by Dixi
Sun Jan 27, 2019 9:56 am
Forum: Gameplay Help
Topic: Practical limits with large belt base without beacons
Replies: 7
Views: 2166

Re: Practical limits with large belt base without beacons

I wonder, no beacons at all - is that some kind of challenge? Like "no bots" factory? Some people are trying to put as many beacons as possible, other just interchange lines of factories with lines of beacons, but not using them at all makes you to build just much bigger factory I think, i...
by Dixi
Sat Jan 26, 2019 4:07 pm
Forum: Gameplay Help
Topic: Practical limits with large belt base without beacons
Replies: 7
Views: 2166

Re: Practical limits with large belt base without beacons

I have 1k SPM atm, and it uses 7.2M iron plates per hour. If we compare base size using iron plates, base needed to be about 7 times bigger then the one you've mentioned.
by Dixi
Sat Jan 26, 2019 3:12 pm
Forum: Gameplay Help
Topic: any optimal limit of bots served area or amount?
Replies: 1
Views: 814

any optimal limit of bots served area or amount?

When I have 10-20-30 roboports and hundreds, maybe thousand of bots flying around them, serving some dedicated not big factory, like red engines production, or yellow bottles, every thing works perfectly. But when I build some big structure covered by one drone area, like big ore to steel plant (11k...
by Dixi
Fri Jan 11, 2019 6:40 pm
Forum: News
Topic: Friday Facts #277 - GUI progress update
Replies: 101
Views: 43077

Re: Friday Facts #277 - GUI progress update

I tried wave defense once, and found that it's a game mode that requires fast clicking and game rush (things I hate most) so I never tried it again. In Factorio I enjoy the game because in a normal game there no rush, and the game is mostly about right designs and planning, not about fast clicking, ...
by Dixi
Mon Dec 31, 2018 8:47 pm
Forum: Technical Help
Topic: Regenerate map under existing factory, any ideas?
Replies: 22
Views: 7584

Re: Regenerate map under existing factory, any ideas?

Optera wrote:
Mon Dec 31, 2018 8:34 pm
Would be even nicer though if you added a check so it doesn't remove all concrete.
I think concrete is located in same layer as decorative foliage. And listed above code does not work with it - it only replace old tiles with new, according to changed map generator. So it's mostly cosmetic change.

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