Search found 12 matches

by bcRIPster
Sun Jul 02, 2017 2:43 am
Forum: Implemented Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 54
Views: 5947

Re: [0.15.x] Blueprint book deletion issue.

Other people are complaining about this on Reddit and it now the second most top voted comment in the subreddit. Please reconsider your thoughts.

https://www.reddit.com/r/factorio/comme ... e_destroy/
by bcRIPster
Tue Jun 27, 2017 6:08 am
Forum: Implemented Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 54
Views: 5947

Re: [0.15.x] Blueprint book deletion issue.

Ok, thank-you. As I said, I didn't feel this was a bug myself but more of a usability qwerk. It visually reads as trashcan. Normal OS behavior is drag and drop and when you're head deep in playing and you go to discard a blueprint, sometimes you drag it to that trashcan which deletes the book leavin...
by bcRIPster
Fri Jun 23, 2017 11:04 pm
Forum: Implemented Suggestions
Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
Replies: 54
Views: 5947

[0.15.x] Blueprint book deletion issue.

This is less of a bug per se, and more of a UI issue. Me and the other players I play with keep having a UI fail with blueprint books. We will be in a book and go to delete a blueprint by mindlessly dragging it up to the trashcan in the top right corner and bamn. The book is gone with no prompt. The...
by bcRIPster
Fri May 13, 2016 4:56 am
Forum: General discussion
Topic: Combinitors Output (input count)
Replies: 31
Views: 21756

Re: Combinitors Output (input count)

You know what. I'm not being a drama queen. I was warned before I even posted that this was how this was going to end up. But I thought to myself, no these guys seem to be pretty solid. I'll plead a case against this ridiculous idea based on good coding practices. Having something behave contrary to...
by bcRIPster
Sat May 07, 2016 2:43 am
Forum: General discussion
Topic: Combinitors Output (input count)
Replies: 31
Views: 21756

Re: Combinitors Output (input count)

Eh, no. This will break peoples builds. Breaking some things between game version is perfectly acceptable. This is why it's early access. The quality of the final version always takes priority. Maybe when you're changing something that adds value. But when you're just changing something so that it ...
by bcRIPster
Mon May 02, 2016 6:02 pm
Forum: General discussion
Topic: Combinitors Output (input count)
Replies: 31
Views: 21756

Re: Combinitors Output (input count)

Eh, no. This will break peoples builds. Did you not read the rest of this conversation?
by bcRIPster
Thu Apr 14, 2016 1:36 am
Forum: General discussion
Topic: Combinitors Output (input count)
Replies: 31
Views: 21756

Re: Combinitors Output (input count)

Making something that behaves differently in "this one special case" is inconsistent code, and therefore BAD code.

If you want a part that does something different, make it a different part.
by bcRIPster
Thu Apr 14, 2016 12:44 am
Forum: General discussion
Topic: Combinitors Output (input count)
Replies: 31
Views: 21756

Re: Combinstors Output (input count)

Right now I see no good reason why you would want to use a decider to take one input and merely output it as something different. 1) I use this as a diode as first suggested. Yes, I might work around this as noted. An actual diode would be nice. :) 2) I use this MORE often to create variable aliase...
by bcRIPster
Wed Apr 06, 2016 4:09 am
Forum: Gameplay Help
Topic: How to implement a tally?
Replies: 5
Views: 1271

Re: How to implement a tally?

Hi, the images where just done up in photoshop, but thanks. As for the questions. This was just a quick concept around an idea of a factory with a single belt where everything is built on-demand and moves down the belt resulting in a rocket at the very end (so no extra materials moving down the line...
by bcRIPster
Sat Apr 02, 2016 1:31 pm
Forum: Gameplay Help
Topic: How to implement a tally?
Replies: 5
Views: 1271

Re: How to implement a tally?

Follow-up. Here's the latch-less version with a reset line for resetting your tally counts.
compact-tally-with-reset.png
compact-tally-with-reset.png (1.63 MiB) Viewed 1188 times
by bcRIPster
Sat Apr 02, 2016 1:29 pm
Forum: Gameplay Help
Topic: How to implement a tally?
Replies: 5
Views: 1271

Re: How to implement a tally?

Doh. Forgot I could have an edge clock, I got it. For anyone else who wants a tally counter, here's the plan:
tallycounter.png
tallycounter.png (1.52 MiB) Viewed 1189 times
by bcRIPster
Thu Mar 31, 2016 5:02 pm
Forum: Gameplay Help
Topic: How to implement a tally?
Replies: 5
Views: 1271

How to implement a tally?

Hi, I am trying to figure out how to store a count. I would like to be able to increment a tally when something goes onto a belt and then decrement that value when the item comes off the belt. I can see how to do this by making a ripple carry adder but that seems overkill and would be the size of a ...

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