Search found 36 matches
- Sat Nov 16, 2024 3:55 am
- Forum: Ideas and Suggestions
- Topic: Have quality seeds grow quality plants
- Replies: 21
- Views: 3019
Re: Have quality seeds grow quality plants
I would also be happy if quality seeds would simply lead to a tree bearing more fruit.
- Sat Nov 16, 2024 3:53 am
- Forum: Implemented Suggestions
- Topic: [Already exists] Send logistic group to circuit network
- Replies: 9
- Views: 1043
Re: Send logistic group to circuit network
I'm a moron!bullipatty wrote: Fri Nov 15, 2024 5:41 pm you mean like a constant combinator does? or do you need to read the maximum too?
Thread solved, this is already implemented!
- Sat Nov 16, 2024 3:52 am
- Forum: Ideas and Suggestions
- Topic: Expand contexts in which alt+scroll can be used to change quality
- Replies: 2
- Views: 199
Re: Expand contexts in which alt+scroll can be used to change quality
Alt+scroll an assembler in the world to change its recipe quality
Alt+scroll an entity to place a replacement request with a different quality on it
So assemblers (and presumably other buildings with recipes) work differently than other entities? That would feel weird to me.
But if we ...
- Fri Nov 15, 2024 4:24 pm
- Forum: Implemented Suggestions
- Topic: [Already exists] Send logistic group to circuit network
- Replies: 9
- Views: 1043
[Already exists] Send logistic group to circuit network
TL;DR
Allow a way to project a logistic group as signals into a circuit network.
What?
Currently, you can achieve this by making an orphaned roboport in its own logistic network, placing a requester chest inside it, and requesting the logistic group inside the chest.
The roboport's "logistic ...
Allow a way to project a logistic group as signals into a circuit network.
What?
Currently, you can achieve this by making an orphaned roboport in its own logistic network, placing a requester chest inside it, and requesting the logistic group inside the chest.
The roboport's "logistic ...
- Fri Nov 15, 2024 4:18 pm
- Forum: Ideas and Suggestions
- Topic: Add more "dimensions"/"tags" to signals, functioning like Quality tiers do
- Replies: 3
- Views: 272
Re: Add more "dimensions"/"tags" to signals, functioning like Quality tiers do
An extra idea I just had is that the "tag" could just be another signal icon. So, essentially, signals would now all be two-dimensional, having an assigned "main icon" and a "tag icon". Quality signals would then be converted into a "main icon" item with one of the quality icons as its tag.
- Fri Nov 15, 2024 4:16 pm
- Forum: Ideas and Suggestions
- Topic: Expand contexts in which alt+scroll can be used to change quality
- Replies: 2
- Views: 199
Expand contexts in which alt+scroll can be used to change quality
TL;DR
Add more interactions with alt+scroll when hovering over specific parts of the GUI.
What?
Some examples:
Alt+scroll an assembler in the world to change its recipe quality
Alt+scroll an entity to place a replacement request with a different quality on it
Alt+scroll a signal slot to ...
Add more interactions with alt+scroll when hovering over specific parts of the GUI.
What?
Some examples:
Alt+scroll an assembler in the world to change its recipe quality
Alt+scroll an entity to place a replacement request with a different quality on it
Alt+scroll a signal slot to ...
- Fri Nov 15, 2024 1:13 am
- Forum: Ideas and Suggestions
- Topic: Beacon on/off via circuit network
- Replies: 27
- Views: 11500
Circuit connection control for Beacons
Allow toggling Beacons on/off based on a signal.
This would allow you to turn Speed beacons on in Quality recycling setups to clear up a clog quickly at the cost of some quality, only to disable it later when the situation is more relaxed again.
It would also be useful in regulating the ...
This would allow you to turn Speed beacons on in Quality recycling setups to clear up a clog quickly at the cost of some quality, only to disable it later when the situation is more relaxed again.
It would also be useful in regulating the ...
- Fri Nov 15, 2024 1:02 am
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured
- Replies: 8
- Views: 6691
Re: [Genhis][2.0.15] crafted biter nests lose quality when not fed then recaptured
Thanks for the report. Currently, the capture robot quality is what matters, but this is being changed in 2.0.19. So an uncommon spawner captured by a normal quality robot will be uncommon, and a normal quality spawner captured by an uncommon quality robot will be normal.
Would you possibly ...
- Fri Nov 15, 2024 12:35 am
- Forum: Ideas and Suggestions
- Topic: [2.0.15] Inserters' wait time for full hand does not scale with quality
- Replies: 9
- Views: 950
Re: [2.0.15] Inserters' wait time for full hand does not scale with quality
As a small bandaid fix, I suggest adding separate stack inserters filtered to the most prevalent item type (and quality) in situations where the mixed belts have one predominant component, and reducing the stack size to 1 in situations where the items are distributed somewhat evenly. A legendary ...
- Fri Nov 15, 2024 12:33 am
- Forum: Ideas and Suggestions
- Topic: Expand "Logistics group" concept of global configuration to many more aspects of the game
- Replies: 0
- Views: 220
Expand "Logistics group" concept of global configuration to many more aspects of the game
TL;DR
Apply the concept behind "logistics groups" to many different configuration opportunities in the game.
That is to say, allow more global configuration presets that update all affected entities at once, for cases where you may wish the same setup across many places in your factory, and ...
Apply the concept behind "logistics groups" to many different configuration opportunities in the game.
That is to say, allow more global configuration presets that update all affected entities at once, for cases where you may wish the same setup across many places in your factory, and ...
- Fri Nov 15, 2024 12:23 am
- Forum: Ideas and Suggestions
- Topic: Please, please change the experimental icons in 2.0.18 further!
- Replies: 19
- Views: 1604
Re: Please, please change the experimental icons in 2.0.18 further!
I like these icons quite a bit, but they need a little work in terms of how much space is taken up by each icon, and how much padding surrounds the center where the icon is. As of now, it seems rather inconsistent (particularly with the blueprint, upgrade planner and deconstruction planner).
- Fri Nov 15, 2024 12:21 am
- Forum: Ideas and Suggestions
- Topic: Unobtrusive Alt Mode
- Replies: 4
- Views: 444
Re: Unobtrusive Alt Mode
I feel this could be accomplished by making Alt mode deeply customizable, and perhaps even allow a couple presets being toggleable with separate keybinds, each of which can have certain elements shown/hidden.
- Fri Nov 15, 2024 12:20 am
- Forum: Ideas and Suggestions
- Topic: Add more "dimensions"/"tags" to signals, functioning like Quality tiers do
- Replies: 3
- Views: 272
Re: Add more "dimensions"/"tags" to signals, functioning like Quality tiers do
"Tags" is a great name, I swear it was on the tip of my tongue. Sprinkled a few instances of that term around the OP.
- Fri Nov 15, 2024 12:15 am
- Forum: Ideas and Suggestions
- Topic: Add quality to seeds,Spoilage and trees -> QoL (warning, Very iritated at moment of writting)
- Replies: 2
- Views: 861
Re: Add quality to seeds,Spoilage and trees -> QoL (warning, Very iritated at moment of writting)
I sincerely suggest that you drop the entitled attitude and statements like "I paid money for X" when making suggestions. All it does is make people less likely to listen to you. Flashing your wads of cash just because you are displeased with a certain feature being in the game or not is a silly ...
- Fri Nov 15, 2024 12:13 am
- Forum: Ideas and Suggestions
- Topic: Add more "dimensions"/"tags" to signals, functioning like Quality tiers do
- Replies: 3
- Views: 272
Add more "dimensions"/"tags" to signals, functioning like Quality tiers do
TL;DR
Expand the Quality selection menu on signals with additional non-Quality 'modifiers'/'tags' for player use when making combinator logic.
Bonus points: Allow the Selector combinator to assign these modifiers/tags to incoming signals.
What?
Currently, when selecting signal icons, you can ...
Expand the Quality selection menu on signals with additional non-Quality 'modifiers'/'tags' for player use when making combinator logic.
Bonus points: Allow the Selector combinator to assign these modifiers/tags to incoming signals.
What?
Currently, when selecting signal icons, you can ...
- Tue Nov 12, 2024 8:12 pm
- Forum: Ideas and Suggestions
- Topic: Produce Holmium solution in Cryogenic Plant or Biochamber
- Replies: 2
- Views: 953
Re: Produce Holmium solution in Cryogenic Plant or Biochamber
I think the foundry is precisely the reason that this isn’t a thing. They probably thought it would be overkill. Especially since scrap productivity already exists.
On the other hand, Holmium solution is directly used in science and for creating Electrolyte, in which case the synergy with the ...
- Tue Nov 12, 2024 8:06 pm
- Forum: Ideas and Suggestions
- Topic: Produce Holmium solution in Cryogenic Plant or Biochamber
- Replies: 2
- Views: 953
Produce Holmium solution in Cryogenic Plant or Biochamber
TL;DR
Allow producing Holmium solution in one of the advanced chem plant buildings; the Cryogenic Plant or the Biochamber.
What?
Holmium Solution can currently only be made in a chemical plant. This means that accomplishments on other planets can't be used to bolster your production on Fulgora ...
Allow producing Holmium solution in one of the advanced chem plant buildings; the Cryogenic Plant or the Biochamber.
What?
Holmium Solution can currently only be made in a chemical plant. This means that accomplishments on other planets can't be used to bolster your production on Fulgora ...
- Tue Nov 12, 2024 2:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [Genhis][2.0.16] Deconstruction cross causes wrong items to be removed from spidertrons
- Replies: 6
- Views: 1409
Re: [Genhis][2.0.16] Deconstruction cross causes wrong items to be removed from spidertrons
Video example of this and other issues with ghost stacks in vehicles:
https://cloud.hisui.moe/s/kyzLBXCKyL7sYjp
https://cloud.hisui.moe/s/kyzLBXCKyL7sYjp
- Mon Nov 11, 2024 10:12 pm
- Forum: Gameplay Help
- Topic: Allow using blueprints/planners remotely
- Replies: 9
- Views: 950
Re: Allow using blueprints/planners remotely
I don't quite agree, seeing as the conversation pivoted to why the Blueprint Library is not properly embedded with the system.
The problem would still remain that you cannot add "remote" blueprints into the library, etc.
- Mon Nov 11, 2024 4:12 pm
- Forum: Bug Reports
- Topic: [2.0.15] Ghost cursor behavior is completely broken in remote viewed vehicles (Spidertron)
- Replies: 2
- Views: 251
Re: [2.0.15] Ghost cursor behavior is completely broken in remote viewed vehicles (Spidertron)
Video of several instances of the behavior in question:
https://cloud.hisui.moe/s/kyzLBXCKyL7sYjp
The behavior appears to be equally poor when not actively viewing the GUI. (i.e. add 50 Rare Quality 3 modules to Spidertron, close the interface, bots come to deliver 50 modules, but after the 1st ...
https://cloud.hisui.moe/s/kyzLBXCKyL7sYjp
The behavior appears to be equally poor when not actively viewing the GUI. (i.e. add 50 Rare Quality 3 modules to Spidertron, close the interface, bots come to deliver 50 modules, but after the 1st ...