Search found 18 matches
- Sun Nov 03, 2024 11:24 am
- Forum: Ideas and Suggestions
- Topic: Allow generic trains with "arbitrary item" not restricted to cargo
- Replies: 2
- Views: 407
Re: Allow generic trains with "arbitrary item" not restricted to cargo
I absolutely second this! I would love to see this as a feature!
While there is a quick fix (just connect a constant combinator beside *every* station, and use Signal Parameters Instead, this is annoying, and maybe you want to use the signals for something else...
Thanks for the workaround ...
- Sat Nov 02, 2024 4:06 pm
- Forum: Ideas and Suggestions
- Topic: Allow generic trains with "arbitrary item" not restricted to cargo
- Replies: 2
- Views: 407
Allow generic trains with "arbitrary item" not restricted to cargo
TL;DR
Add an "arbitrary item"-symbol that iterates over all items (not only the items in cargo) for train scedules.
Description
Using the new train interrupts, I was able to create the following behavior (similar to the mod LTN ):
by default, the train is waiting at a "Depot" station ...
Add an "arbitrary item"-symbol that iterates over all items (not only the items in cargo) for train scedules.
Description
Using the new train interrupts, I was able to create the following behavior (similar to the mod LTN ):
by default, the train is waiting at a "Depot" station ...
- Fri Jan 05, 2024 6:12 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 143
- Views: 45390
Re: Friday Facts #392 - Parametrised blueprints
Parametrized blueprints are a really nice and convenient extension.
I also have some ideas to further extend this feature:
It would be nice to have default parameters, e.g. by adding a button "save as default" to the "blueprint parameterization" GUI.
A more general approach could be to save a ...
I also have some ideas to further extend this feature:
It would be nice to have default parameters, e.g. by adding a button "save as default" to the "blueprint parameterization" GUI.
A more general approach could be to save a ...
- Fri Sep 08, 2023 12:16 pm
- Forum: General discussion
- Topic: Efficient Robot Routing in Factorio
- Replies: 5
- Views: 1476
Re: Efficient Robot Routing in Factorio
I think in the conclusion is too small, and some people like it when they can read only it, because they don't want or can't dive in the math details.
I totally agree. I kept it very short. The paper would need some elaboration in a few places for completeness and especially here.
Why is it ...
- Fri Sep 08, 2023 11:50 am
- Forum: General discussion
- Topic: Efficient Robot Routing in Factorio
- Replies: 5
- Views: 1476
Re: Efficient Robot Routing in Factorio
Thank you for your thoughts :)
Precomputed routes obviously avoid pathfinding cost but a trivial routing table as described in your paper would grow in size with the square of roboports, which seems likely to be impractical. This growth can probably be significantly improved upon but this is ...
Precomputed routes obviously avoid pathfinding cost but a trivial routing table as described in your paper would grow in size with the square of roboports, which seems likely to be impractical. This growth can probably be significantly improved upon but this is ...
- Fri Sep 08, 2023 9:11 am
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 69971
Re: Friday Facts #374 - Smarter robots
[...]
[...]
For efficient computation, it should be enough to determine the graph of connected roboports (nodes) for each type of robot. The nodes would have a connection as long as they are within the maximum range of a robot. After that, a simple routing algorithm can be used.
I wrote ...
- Fri Sep 08, 2023 9:09 am
- Forum: General discussion
- Topic: Efficient Robot Routing in Factorio
- Replies: 5
- Views: 1476
Efficient Robot Routing in Factorio
After reading FFF #374 last week, I got to thinking about the last problem described (robots crossing a lake) and whether it might be possible to implement an intelligent yet efficient way of pathfinding. To describe my idea in a bit more detail and to directly address some common problems with ...
- Fri Sep 01, 2023 2:29 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 69971
Re: Friday Facts #374 - Smarter robots
1. Did you solve the "over-delivery" problem ?
Example: requester box asks for 2 walls, logi-bot with 4 slot capacity bring 4 walls.
Is it possible trust logi network to a point, when I ask for certain amount, then logi network delivers the exact requested amount?
Exact delivery, however, would ...
- Fri Sep 01, 2023 2:20 pm
- Forum: News
- Topic: Friday Facts #374 - Smarter robots
- Replies: 219
- Views: 69971
Re: Friday Facts #374 - Smarter robots
[...]
Regarding the pathing over lakes: it seems that now you are using the selection of a roboport closer to the destination basically as a failure mode for when the robot needs to charge. Wouldn't it be possible to check immediately after a job is assigned to a robot if the distance is actually ...
- Tue Aug 31, 2021 8:58 am
- Forum: Ideas and Suggestions
- Topic: Make "Start Research" Button in green and with keybinding E
- Replies: 8
- Views: 2440
Re: Make "Start Research" Button in green and with keybinding E
[...] There is for example in my understanding not much difference if I download/select a mod or if I research a technology. The checkbox in mods is similar to the technology selection in tech-screen. Both can be done with the same key, both can be navigated with the cursor keys, and so on ...
- Sat Aug 28, 2021 2:03 pm
- Forum: Ideas and Suggestions
- Topic: Make "Start Research" Button in green and with keybinding E
- Replies: 8
- Views: 2440
Re: Make "Start Research" Button in green and with keybinding E
Do you mean this mod-configuration under settings? It also has a green Button with keybinding E.
- Fri Aug 27, 2021 1:15 pm
- Forum: Ideas and Suggestions
- Topic: Make "Start Research" Button in green and with keybinding E
- Replies: 8
- Views: 2440
Make "Start Research" Button in green and with keybinding E
What ?
Make "Start Research" Button in the research menu in green and with keybinding E.
factorio_research_menu.png
Why ?
This makes it possible to start the next level of a research using only the keyboard (with T and E).
In many other GUI dialogs, the confirmation buttons are already green ...
Make "Start Research" Button in the research menu in green and with keybinding E.
factorio_research_menu.png
Why ?
This makes it possible to start the next level of a research using only the keyboard (with T and E).
In many other GUI dialogs, the confirmation buttons are already green ...
- Sat Jul 03, 2021 11:28 am
- Forum: Won't fix.
- Topic: [0.18.34] Mod update UI, selected item changes while updating
- Replies: 3
- Views: 2088
Re: [0.18.34] Mod update UI, selected item changes while updating
I just stumbled across this bug again while updating. If the update process for many mods takes several minutes, it would be quite nice if you can look at the mods and possibly the changes during this time. Here, this bug is of course disturbing.
The bug should also be very easy to fix: The selected ...
The bug should also be very easy to fix: The selected ...
- Tue Nov 17, 2020 11:34 am
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 9397
Re: Combination of Crafting and Logistics Menu
I have added the content from my answer above (comment #8) together with some new illustrations as edit to the original post.
- Mon Nov 16, 2020 10:08 am
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 9397
Re: Combination of Crafting and Logistics Menu
@all: Thanks for the feedback.
@Raiguard: Thanks for the hint. The recipes with several products I have actually not yet dealt with directly in the proposal.
So I first consider what would be necessary for the main suggestion S1 (combination of the menus).
You could combine the listing of the ...
@Raiguard: Thanks for the hint. The recipes with several products I have actually not yet dealt with directly in the proposal.
So I first consider what would be necessary for the main suggestion S1 (combination of the menus).
You could combine the listing of the ...
- Sun Nov 15, 2020 10:03 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 113370
Re: Friday Facts #363 - 1.1 is getting close
When I read the current FFF, I had some thoughts about the character GUI and thought about what sometimes annoys me, especially when it comes to logistics. My solution is the combination of crafting and logistics menu, which I just posted in the forum Ideas and Suggestions.
- Sun Nov 15, 2020 9:54 pm
- Forum: Ideas and Suggestions
- Topic: Combination of Crafting and Logistics Menu
- Replies: 22
- Views: 9397
Combination of Crafting and Logistics Menu
TL;DR
By combining the crafting and logistics menu, the character GUI becomes clearer and easier to use.
What ?
Current status
We start from the flat view of the character GUI, which can be activated via option and should become the default from version 1.1. Currently an item is ...
By combining the crafting and logistics menu, the character GUI becomes clearer and easier to use.
What ?
Current status
We start from the flat view of the character GUI, which can be activated via option and should become the default from version 1.1. Currently an item is ...
- Fri Nov 13, 2020 6:03 pm
- Forum: News
- Topic: Friday Facts #363 - 1.1 is getting close
- Replies: 178
- Views: 113370
Re: Friday Facts #363 - 1.1 is getting close
Those are really a lot of cool changes
With the night image I just noticed that it should apply: Where no light, there no shadow.
![Smile :)](./images/smilies/icon_e_smile.gif)
With the night image I just noticed that it should apply: Where no light, there no shadow.