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.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",
Search found 39 matches
- 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
- 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 ...
- 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 ...
- 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.
Meanwhile you can get round this mess by having two parameters, one for the recipe and one the thing it makes.
- 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.
- Sun Nov 10, 2024 12:14 am
- Forum: Ideas and Suggestions
- Topic: Remote driving improvements
- Replies: 4
- Views: 576
Re: Remote driving improvements
I forgot about alt + right click. Thank you, now I have a pin on my tank.You mean how you can only pin vehicles with Alt + right click,
- 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 ...
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 ...
- 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 ...
> paramaterized blueprints of these stations is weird, I set the parameter to copper ore any quality, what actually gets ...
- 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 ...
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 ...
- 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?
- 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.
- 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
That's a tank, a pump and a wire, and you could still make a mod like that and it would still be useful.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.)
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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?
Does that mean that if I put a bunch of tanks on the side of my pipeline the throughput increases?
- 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 ...
- 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.
- 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 ...
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 ...