Search found 89 matches

by Tooster
Sun Nov 24, 2024 10:04 pm
Forum: Bug Reports
Topic: [2.0.13] Generic train fuel signals mixes with generic item read from station
Replies: 2
Views: 315

Re: [2.0.13] Generic train fuel signals mixes with generic item read from station

You added "circuit condition [generic fuel] = coal", in the interrupt conditions, but how is that supposed to work when the train is en route? Circuits are sent to train on stations. Your circuit condition should not be fulfilled as far as I'm aware.
by Tooster
Sun Nov 24, 2024 9:30 pm
Forum: Pending
Topic: Thr Fuel signal. The train froze forever. Unexpected result
Replies: 4
Views: 692

Re: Thr Fuel signal. The train froze forever. Unexpected result

It would be nice if we could run the compound wait condition for each locomotive and THEN take the "all". Or if not that, read the fuel per locomotive and send it to circuit network. "Fuel (all)" is hardly usable when the trains have mixed fuel. There should be something like a "each/any" scope for ...
by Tooster
Sun Nov 24, 2024 8:58 pm
Forum: Ideas and Suggestions
Topic: It's 2.0 space age, but refueling station is still a huge PITA
Replies: 6
Views: 1242

Re: It's 2.0 space age, but refueling station is still a huge PITA

Ok, I have now time to respond fully and provide more details.

The main issue that we can't sensibly and reliably make circuits based on train fuel. Trying to work with fuel and maybe doing some circuit network calculations depends on weird hacks such as inactivity time, emptying trains first etc ...
by Tooster
Sun Nov 24, 2024 12:24 am
Forum: Ideas and Suggestions
Topic: It's 2.0 space age, but refueling station is still a huge PITA
Replies: 6
Views: 1242

Re: It's 2.0 space age, but refueling station is still a huge PITA


I'm curious as to why you consider this to be an issue ?
Some solutions I can think of :



I'll reply tomorrow, but there are multiple reported issues already with interrupts simply not working roght now. One case is double locomotive bidirectional train where one locomotive has different fuel ...
by Tooster
Sun Nov 24, 2024 12:17 am
Forum: Ideas and Suggestions
Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
Replies: 39
Views: 3004

Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation

Any "solution" proposing some weird hacks for letter E or removing the (objectively superior) functionality og inputs accepting formulas/variables etc miss the crucial insight: E is just a bad key for the Accept action. It was good befory, but requirements changed, so it is no longer a viable option ...
by Tooster
Sat Nov 23, 2024 9:54 pm
Forum: Gameplay Help
Topic: Train Fuel Consumption Priority and Interrupts
Replies: 7
Views: 2396

Re: Train Fuel Consumption Priority and Interrupts

Yeah, currently train refueling is a huge PITA. I need to use mods such as inventory sensor just to fill in the gap in the basic vanilla functionality...

Something like belt reader... but for train segments would be nice...
by Tooster
Sat Nov 23, 2024 9:34 pm
Forum: Ideas and Suggestions
Topic: It's 2.0 space age, but refueling station is still a huge PITA
Replies: 6
Views: 1242

It's 2.0 space age, but refueling station is still a huge PITA

Since the addition of train interrupts I imagined generic train refueling stations will become an easy, nice thing to build at least. But it is still pretty difficult due to to the limitations of reading locomotive fuel.

I know that there have been a lot of issues and suggestions related to that ...
by Tooster
Sat Nov 23, 2024 9:22 pm
Forum: Ideas and Suggestions
Topic: Allow pressing E to confirm number input fields, by dropping support for scientific notation
Replies: 39
Views: 3004

Re: Allow pressing E to confirm number input fields, by dropping support for scientific notation

The simplest way is to just use Enter... I don't see a need to go back to E as confirm. The only drawback is that enter is on the right of the keyboard, while E was right next to WASD. Tab would be nice to change focus, then space for confirmation, just like in the web browser. Would allow for even ...
by Tooster
Sat Nov 23, 2024 9:17 pm
Forum: Ideas and Suggestions
Topic: Name of interrupt stations should be editable
Replies: 5
Views: 465

Re: Name of interrupt stations should be editable

yeah, copy paste would be a nice way to go. Same goes for copy-pasting a selection of conditions. It is a huge PITA having to click through each one and repeating the same sequence of clicks a dozen times...
by Tooster
Fri Oct 25, 2024 5:07 pm
Forum: Duplicates
Topic: [2.0.10] force building belts over other belts adds extra unwanted underground belts
Replies: 1
Views: 392

[2.0.10] force building belts over other belts adds extra unwanted underground belts

When trying to put a 4x4 belt balancer over the 4 lane bus, underground some extra underground belts are placed for some reason.

This is how a balancer loosk like:
Screenshot from 2024-10-25 18-50-39.png

This is what it looks like without force building while hovering:
Screenshot from 2024-10 ...
by Tooster
Tue Oct 22, 2024 8:48 pm
Forum: Not a bug
Topic: [0.17.0] Pick ghost item while crafting
Replies: 4
Views: 1578

Re: [0.17.0] Pick ghost item while crafting

See https://forums.factorio.com/viewtopic.php?f=7&t=116680

This issue is a huge PITA in the early stages of the game, where I often have not enough of some item, but it is placed somewhere in the vicinity, so I press Q, mine the placed entity and expect to place it, but I need to exit ghost cursor ...
by Tooster
Tue Oct 22, 2024 8:26 pm
Forum: Duplicates
Topic: [2.0.8] Mining a building with item count 0 in EQ does't update ghost cursor, disallows placing entity
Replies: 2
Views: 181

[2.0.8] Mining a building with item count 0 in EQ does't update ghost cursor, disallows placing entity

I didn't find this report on the forum:

In the early game when I have few items I sometimes pick an item with Q when I don't have the item in EQ. Mining nearby items with ghost cursor of that entity doesn't update the cursor, disallowing placing the building.

Reproduction:
1. Place an electric ...
by Tooster
Tue Oct 22, 2024 5:15 pm
Forum: Duplicates
Topic: [2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming
Replies: 5
Views: 408

Re: [2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming

yes, e accepts input for scientific notation, it was in some FFF iirc. Tehre are also SI suffixes like k, m and the rest I don't remember. I don't remember which FFF it was mentioned in, and the variables are news to me, would be nice to have some documented info about it. For anyone interested ...
by Tooster
Tue Oct 22, 2024 4:40 pm
Forum: Duplicates
Topic: [2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming
Replies: 5
Views: 408

[2.0.8] E to confirm in number input of signal inserts letter 'e' instead of confirming

The "E" to confirm number input in a GUI (for example when trying to input a constant for a signal in inserter) doesn't work anymore when the number input is focused. It inputs the 'e' letter instead. I am not sure if that was the case before 2.0 (inputs restricted characters to digits only ...
by Tooster
Fri Oct 11, 2024 11:55 am
Forum: News
Topic: Friday Facts #432 - Aquilo
Replies: 187
Views: 45478

Re: Friday Facts #432 - Aquilo

Very nice puzzle idea with the heat system! Does it mean heat system got a performance update?
One nitpick: I think the thawing graphic is too abrupt. I get why you opted for handpainted effect, but you could add the shader to progressively alpha-dither it to make thawing look better imo.

One QoL I ...
by Tooster
Fri Oct 04, 2024 3:43 pm
Forum: News
Topic: Friday Facts #431 - Gleba & Captivity
Replies: 158
Views: 39695

Re: Friday Facts #431 - Gleba & Captivity

I love it!

The bacteria bit in this FFF ignited an spark of imagination in my head which led to the idea of a new gleba-specific production loop which could hugely beenfit gleba in my opinion and tightly integrate it with the rest of the planets. That idea being... drum roll please...

Growing ...
by Tooster
Sun Sep 29, 2024 12:36 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 84234

Re: Friday Facts #384 - Combinators 2.0


Does anyone know if there is a solution for "build order" problems? [...]


Combinators shouldn't work unless they are powered, so I think it's up to you to cut power to a section of a network until it's built. You can use switches or just manually keep track of connections and only attach to ...
by Tooster
Fri Sep 20, 2024 4:11 pm
Forum: News
Topic: Friday Facts #429 - Vulcanus Demolisher Enemies
Replies: 167
Views: 40410

Re: Friday Facts #429 - Vulcanus Demolisher Enemies


demolishers on death just poofing out of existence feels very disappointing. would be much more interesting if they left wreckage behind or could be partially destroyed to slow them down or weaken their healing


It would be very nice. Also a need to clean it or blow it up to bits with rockets ...
by Tooster
Fri Sep 13, 2024 1:07 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 84234

Re: Friday Facts #384 - Combinators 2.0

Also remember about vector operations!

for example

Code: Select all

output red = each red * each green

Go to advanced search