Search found 39 matches

by tolomea
Mon Nov 25, 2024 9:50 am
Forum: Assigned
Topic: [Kovarex] [2.0.15] Parameter 0 in an inserter gives unusable signals when using alternate recipes
Replies: 4
Views: 416

Re: [2.0.15] Parameter 0 in an inserter gives unusable signals when using alternate recipes

robot256 wrote: Sun Nov 24, 2024 6:08 pm You might be able to get away with automatically changing the recipe to the "primary result",
I almost put (primary) into the wording. While choose an output would be more generic, especially with mods, I think primary fixes the majority of use cases in space age.
by tolomea
Sun Nov 24, 2024 12:26 pm
Forum: Not a bug
Topic: [kovarex] [2.0.14] Parameter system doesn't allow assemblers to select the empty barrel recipe
Replies: 14
Views: 1299

Re: [kovarex] [2.0.14] Parameter system doesn't allow assemblers to select the empty barrel recipe


Setting the filter of the storage chest to the recipe would be the equivalent. This would also make no sense but it would be consistent with the behaviour of the requester chest and a better solution than simply not allowing to select that recipe.


If nothing else that consistency would be great ...
by tolomea
Sun Nov 24, 2024 12:23 pm
Forum: Not a bug
Topic: [kovarex] [2.0.14] Parameter system doesn't allow assemblers to select the empty barrel recipe
Replies: 14
Views: 1299

Re: [kovarex] [2.0.14] Parameter system doesn't allow assemblers to select the empty barrel recipe


So I checked the blueprint, and it all works as intended. The storage chest has [0] as filter, which limits this parameter to be an item, and there is no item "empty barrel"


Usability wise it'd be better if it showed the recipe grey'd out with a tooltip saying that the parameter needs an item ...
by tolomea
Sun Nov 24, 2024 12:00 pm
Forum: Assigned
Topic: [Kovarex] [2.0.15] Parameter 0 in an inserter gives unusable signals when using alternate recipes
Replies: 4
Views: 416

Re: [2.0.15] Parameter 0 in an inserter gives unusable signals when using alternate recipes

When used in a place that needs an item a recipe should be converted to the item it makes.

Meanwhile you can get round this mess by having two parameters, one for the recipe and one the thing it makes.
by tolomea
Tue Nov 19, 2024 9:38 am
Forum: Ideas and Suggestions
Topic: Train ghosts should trigger signals
Replies: 0
Views: 112

Train ghosts should trigger signals

Otherwise a train can path into that space in the time between when the ghost is created and the first bit of train is delivered resulting in a collision.
by tolomea
Sun Nov 10, 2024 12:14 am
Forum: Ideas and Suggestions
Topic: Remote driving improvements
Replies: 4
Views: 576

Re: Remote driving improvements

You mean how you can only pin vehicles with Alt + right click,
I forgot about alt + right click. Thank you, now I have a pin on my tank.
by tolomea
Sat Nov 09, 2024 1:38 pm
Forum: Ideas and Suggestions
Topic: Remote driving improvements
Replies: 4
Views: 576

Remote driving improvements

There's a couple of little things that I think would substantially improve remote driving.

1: pin vehicles the same way you can pin ore patches etc, so you can find them easily (edit: you can use alt-right click)

2: an option to block zooming out to radar level when remote driving.

I often get ...
by tolomea
Sun Oct 27, 2024 11:16 am
Forum: Not a bug
Topic: [kovarex] [2.0.10] Blueprint parameter will not resolve when placed with any quality in certain situations.
Replies: 3
Views: 439

Re: [kovarex] [2.0.10] Blueprint parameter will not resolve when placed with any quality in certain situations.

I'm getting this on ore stations. I mentioned it here https://forums.factorio.com/viewtopic.php?f=6&t=117901 as part of a suggestion to allow any quality in circuit conditions.

> paramaterized blueprints of these stations is weird, I set the parameter to copper ore any quality, what actually gets ...
by tolomea
Sun Oct 27, 2024 11:14 am
Forum: Ideas and Suggestions
Topic: Can wildcard quality work in circuit conditions and just sum all the per quality signals.
Replies: 3
Views: 765

Can wildcard quality work in circuit conditions and just sum all the per quality signals.

Currently the all qualities option is available in filters but not signal conditions.
I'd like if it were available in signal conditions as well and just summed them all.

My particular usecase is ore trains that have mixed quality that I'm unloading in one place.
Currently I can't count ALL the ore ...
by tolomea
Fri Oct 25, 2024 11:11 am
Forum: News
Topic: Friday Facts #434 - Galaxy of Fame
Replies: 47
Views: 12905

Re: Friday Facts #434 - Galaxy of Fame

I presume most of the engines changes are going into the Switch port. Does that mean you might be able to give them the elevated rails and quality mods?
by tolomea
Sun Oct 20, 2024 11:05 pm
Forum: Frequently Suggested / Link Collections
Topic: Use of Monitors (Dualscreen..., more than 60 FPS ...)
Replies: 23
Views: 29520

Re: Use of Monitors (Dualscreen..., more than 60 FPS ...)

With Space Age it'd be great if you could have each screen a separate view so you could look at multiple surfaces at once.
by tolomea
Sat Jun 22, 2024 7:05 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 94246

Re: Friday Facts #416 - Fluids 2.0

XT-248 wrote: Sat Jun 22, 2024 6:45 am (over-flow at 80% or above from input to the outlet, Only allows flow if the outlet is at 20% or below, etc.)
That's a tank, a pump and a wire, and you could still make a mod like that and it would still be useful.
by tolomea
Fri Jun 21, 2024 2:35 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 94246

Re: Friday Facts #416 - Fluids 2.0


Imagine doing a similar "Belts 2.0" update next. There is no belt, just a long chest of arbitrary shape.


Belts are the heart and soul of this game and their current behaviour is very consistent and easy to see.

Pipes are at most a small side thing and their current behaviour is arguably the ...
by tolomea
Fri Jun 21, 2024 1:28 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 94246

Re: Friday Facts #416 - Fluids 2.0


As a compromise in the interest of UPS performance etc, what about limiting segments to, say, 10 pipe units? That way really long pipes would still suffer as they ought to from a logistics perspective.


A direct segment to segment connection requires something like the old algorithm even if it's ...
by tolomea
Fri Jun 21, 2024 11:55 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 94246

Re: Friday Facts #416 - Fluids 2.0


The only "realism" trade-off is that you don't need additional pumps for "really long" pipes. Well, "really long" pipe is a cornercase which can be processed separately. For example, you could limit the size of the segment, starting from the nearest source of fluid, and when a pipe becomes "too ...
by tolomea
Fri Jun 21, 2024 11:52 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 94246

Re: Friday Facts #416 - Fluids 2.0


You pump in 20°C cooling liquid and each machine increases the temperature by 1° per craft, on the other side you pump out the too hot liquid and somehow cool it down again.


If you add liquid into a segment it mixes instantly, you can easily work out from the volumes and temps what the new temp ...
by tolomea
Fri Jun 21, 2024 11:26 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 94246

Re: Friday Facts #416 - Fluids 2.0

> Longer pipelines have higher throughput, but take longer to fully empty.

Does that mean that if I put a bunch of tanks on the side of my pipeline the throughput increases?
by tolomea
Fri Jun 21, 2024 11:16 am
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 94246

Re: Friday Facts #416 - Fluids 2.0


This looks really nice, but I do miss the directional flows in the pipes. This was always such a nice moment when you turn on a chemical/fluid plant and you see all the water and oil rushing in.

Any chance that might be added again?


Could do a cosmetic only thing. I think you could spanning ...
by tolomea
Fri Apr 05, 2024 2:05 pm
Forum: News
Topic: Friday Facts #405 - Whole belt reader, New logistics GUI
Replies: 141
Views: 32015

Re: Friday Facts #405 - Whole belt reader, New logistics GUI

I just wanted to say that I'm enjoying the signoff lines on the blog posts.
by tolomea
Fri Feb 09, 2024 1:00 pm
Forum: News
Topic: Friday Facts #397 - Factoriopedia
Replies: 122
Views: 31450

Re: Friday Facts #397 - Factoriopedia

You didn't mention locked / unlocked state at all.

I presume in search results, used by, alt recipes etc you see all recipes, it'd be nice if locked stuff was grey'd out and pushed to the end.

Also on locked items the tech to unlock is the most important thing. But on unlocked ones it's the least ...

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