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by redrook
Mon Aug 10, 2026 10:38 pm
Forum: Ideas and Suggestions
Topic: [QoL] Allow placement of the Display Panel over the Transport Belt
Replies: 4
Views: 483

Re: [QoL] Allow placement of the Display Panel over the Transport Belt

A bracket like in this little guy, just over the belts, not pipes, and with the display panel for a payload, not a fluid tank: https://mods.factorio.com/mod/est-tiny-storage-tank
small-tanks.png
small-tanks.png (57.34 KiB) Viewed 228 times
by redrook
Sat Aug 08, 2026 6:16 pm
Forum: Ideas and Suggestions
Topic: [QoL] Allow placement of the Display Panel over the Transport Belt
Replies: 4
Views: 483

Re: [QoL] Allow placement of the Display Panel over the Transport Belt

Re underground bets - you could, but it would be way cooler and more satisfying if the display panel got thin sheet metal supports that clip on the sides of the belt without blocking it instead, sort of like this:
ChatGPT Image Aug 8, 2026, 11_14_26 AM.png
ChatGPT Image Aug 8, 2026, 11_14_26 AM.png (2.55 MiB) Viewed 352 times
by redrook
Tue Aug 04, 2026 7:15 pm
Forum: Ideas and Suggestions
Topic: Mod playlists
Replies: 6
Views: 485

Re: Mod playlists

Oh, and yet another issue with dummy saves - saves are sorted by date of change or alphabetically, just making sure that these "dummy saves" are even easy to locate in the list of saves is a whole separate quest of its own.

The list of save files is not built for that and it doesn't do it well.
by redrook
Tue Aug 04, 2026 7:08 pm
Forum: Ideas and Suggestions
Topic: Mod playlists
Replies: 6
Views: 485

Re: Mod playlists

I think this issue has been brought up a million times, and the existing workaround with dummy saves and gotchas that keeps being brought up as a justification for discarding the request is not a good solution.

Having modlists directy supported by the manager is a good proposal.

It'd be great if ...
by redrook
Sun Aug 02, 2026 4:55 am
Forum: Ideas and Suggestions
Topic: Soft Alt Mode
Replies: 5
Views: 613

Re: Soft Alt Mode

+1
by redrook
Sun Aug 02, 2026 4:55 am
Forum: Ideas and Suggestions
Topic: Hold Mouse Button to Evacuate!
Replies: 5
Views: 516

Re: Hold Mouse Button to Evacuate!

+1
by redrook
Fri Jul 24, 2026 4:17 am
Forum: Ideas and Suggestions
Topic: Ghosts within reach should be built from inventory
Replies: 5
Views: 462

Re: Ghosts within reach should be built from inventory

That reminds me that the game already has a proximity based system for bots - when a bot's battery dies, it chooses the closest roboport among those that are closer to the bot's goal than the bot to recharge to ensure progress.

And of course job cancellation is no stranger to pre-existing game ...
by redrook
Fri Jul 24, 2026 4:12 am
Forum: Ideas and Suggestions
Topic: Ghosts within reach should be built from inventory
Replies: 5
Views: 462

Re: Ghosts within reach should be built from inventory

That sounds about right, yes.

So, if a bot from a personal roboport becomes available and it can do the job (the ghost is in range and the building is available in the inventory for construction jobs), none of the ghosts in range have no bot assigned, but some of them do have base bots assigned ...
by redrook
Thu Jul 23, 2026 7:42 pm
Forum: Ideas and Suggestions
Topic: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains
Replies: 11
Views: 942

Re: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains

I'd say if the condition is "Room for [x] [condition] [value]" where [x] is specified with "any quality" the condition is true whenever there is a quality level for which it's true. If [x] is specified with a specific quality level, what is "Room for [x]" is well-defined as per prior definition ...
by redrook
Thu Jul 23, 2026 7:27 pm
Forum: Ideas and Suggestions
Topic: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains
Replies: 11
Views: 942

Re: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains

I misunderstood the corner case with quality, the problem isn't with stacking (from stack inserters and stacking by mines), it's with the sushi-character of output of buildings with quality on them.

It's interesting, so to simplify let's say the entire train has 2 slots, one slot already has 1 ...
by redrook
Thu Jul 23, 2026 6:41 pm
Forum: Minor issues
Topic: [2.1.11] Programmable priority splitters cause belt decompression at odd points
Replies: 5
Views: 646

Re: [2.1.11] Programmable priority splitters cause belt decompression at odd points

Reading through FFF-176 , it kind of sounds like there are optimizations in the game that assume the invariant "once 2 items compressed, they will never uncompress" holds.

Can this issue mess up item coordination calculation used elsewhere, e.g. for collision detection with splitter bounding boxes ...
by redrook
Thu Jul 23, 2026 6:27 pm
Forum: Ideas and Suggestions
Topic: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains
Replies: 11
Views: 942

Re: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains

Sounds like what we are looking for is "Room for [x] [comparison] [value]" - where "Room for [x]" is populated to how many more units of items or fluid of type [x] the train is capable of housing.

"Room for [x] = 0" is expected to be often used for materials filled up by inserters or pumps, and ...
by redrook
Wed Jul 22, 2026 5:32 pm
Forum: Ideas and Suggestions
Topic: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains
Replies: 11
Views: 942

Re: Wait condition: "Full Items" / "Full Fluid" for mixed cargo/fluid trains

Maybe it could be generalized in the form of "Full [x]" where [x] is a select of any item or fluid.

Then fullness is determined automatically on the basis of how much of [x] the train can possibly fit:
1. for fluids it's just total capacity of all fluid wagons
2. for non-fluid items it's a sum: all ...
by redrook
Wed Jul 22, 2026 5:06 pm
Forum: Ideas and Suggestions
Topic: Ghosts within reach should be built from inventory
Replies: 5
Views: 462

Re: Ghosts within reach should be built from inventory

I guess the best solution could be just giving the player a toggle in "E" UI that controls who serves new requests that originate on tiles where both networks are available - from the personal roboport and "external", and let the player judge which network is supposed to be faster at their current ...
by redrook
Wed Jul 22, 2026 4:57 pm
Forum: Ideas and Suggestions
Topic: Drone priority system!
Replies: 1
Views: 306

Re: Drone priority system!

Comment from a random stranger: it's really hard for me to understand what the author is saying exactly, but I think it might be the same thing I'm asking for here: viewtopic.php?p=699996

Not sure!
by redrook
Wed Jul 22, 2026 4:55 pm
Forum: Ideas and Suggestions
Topic: Ghosts within reach should be built from inventory
Replies: 5
Views: 462

Re: Ghosts within reach should be built from inventory

I found this problem to be quite annoying for years now, but seeing viewtopic.php?t=135174 that may or may not be asking the same thing (I can't quite understand that post all that well) prompted this request.
by redrook
Wed Jul 22, 2026 4:54 pm
Forum: Ideas and Suggestions
Topic: Ghosts within reach should be built from inventory
Replies: 5
Views: 462

Ghosts within reach should be built from inventory

Problem: when I have no base network but personal roboport at my location, both building and deconstructing is very fast as both work from / with my inventory using bots from my inventory, as the bots have to travel a very short distance. But when I add the base network, which is supposed to be an ...

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