Search found 16 matches

by dexteritas
Fri Jan 05, 2024 6:12 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 131
Views: 23814

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...
by dexteritas
Fri Sep 08, 2023 12:16 pm
Forum: General discussion
Topic: Efficient Robot Routing in Factorio
Replies: 5
Views: 718

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 promiss...
by dexteritas
Fri Sep 08, 2023 11:50 am
Forum: General discussion
Topic: Efficient Robot Routing in Factorio
Replies: 5
Views: 718

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 likely ...
by dexteritas
Fri Sep 08, 2023 9:11 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41880

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 down my ide...
by dexteritas
Fri Sep 08, 2023 9:09 am
Forum: General discussion
Topic: Efficient Robot Routing in Factorio
Replies: 5
Views: 718

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 path...
by dexteritas
Fri Sep 01, 2023 2:29 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41880

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,...
by dexteritas
Fri Sep 01, 2023 2:20 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 206
Views: 41880

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 r...
by dexteritas
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: 1846

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. [...] I...
by dexteritas
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: 1846

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.
factorio_mod_settings.png
factorio_mod_settings.png (412.39 KiB) Viewed 1781 times
by dexteritas
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: 1846

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 gr...
by dexteritas
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: 1733

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...
by dexteritas
Tue Nov 17, 2020 11:34 am
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 7278

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.
by dexteritas
Mon Nov 16, 2020 10:08 am
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 7278

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 recipe...
by dexteritas
Sun Nov 15, 2020 10:03 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 98560

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.
by dexteritas
Sun Nov 15, 2020 9:54 pm
Forum: Ideas and Suggestions
Topic: Combination of Crafting and Logistics Menu
Replies: 22
Views: 7278

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 highlighted with a ...
by dexteritas
Fri Nov 13, 2020 6:03 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 98560

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.

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