No, mining is right-click.AmericanPatriot wrote: ↑Sat Nov 14, 2020 3:16 amI don’t think so. I’m not at my computer so maybe my memory is failing, but left mouse button would mine the chest.KeepGridButton wrote: ↑Sat Nov 14, 2020 2:59 amMany containers like chests are opened/accessed with left button
Search found 34 matches
- Sat Nov 14, 2020 3:19 am
- Forum: Ideas and Suggestions
- Topic: Keep Equipment Grid Button
- Replies: 9
- Views: 2688
Re: Keep Equipment Grid Button
- Mon Nov 09, 2020 2:22 pm
- Forum: Ideas and Suggestions
- Topic: Train schedule: Need way to fast replace stop and/or copy+paste criteria
- Replies: 13
- Views: 3819
Re: Train schedule: Need way to fast replace stop and/or copy+paste criteria
+1 on copy/paste within a schedule. I use automated deliver-on-need trains for my outpost supplies, which means I have a lot of trains which have a schedule consisting of one loading station and then many identical copies of the drop-off station, and it's tedious setting the same set of departure co...
- Mon Nov 09, 2020 2:16 pm
- Forum: Ideas and Suggestions
- Topic: Option to Lock Power Poles Against Auto-connection
- Replies: 17
- Views: 4927
Re: Option to Lock Power Poles Against Auto-connection
Wiring manually: I cannot speak for other player, but I think that this is a process, that can get very tedious soon. In my eyes wiring power should be done only in special cases, especially when connecting the power switch. Almost everything else should wire up automatically. I agree. Special case...
- Sun Nov 08, 2020 6:54 am
- Forum: Ideas and Suggestions
- Topic: Option to Lock Power Poles Against Auto-connection
- Replies: 17
- Views: 4927
Re: Option to Lock Power Poles Against Auto-connection
- I see problems if you want to expand an area by duplication. Poles won’t connect. Need to unlock first. Source of possible player frustration. Actually, no, you don't need to unlock them. As I specified, you can still connect to a locked pole by running a wire manually. If you've already got a co...
- Fri Nov 06, 2020 5:43 pm
- Forum: Ideas and Suggestions
- Topic: Specify Lamp Colour On Lamp Itself
- Replies: 5
- Views: 1674
Specify Lamp Colour On Lamp Itself
TL;DR Let the player set the colour a lamp glows in the lamp GUI without needing to specify it via a signal What ? The lamp GUI would have an option that lets the player select a colour from the existing colour list. If a colour is selected, the lamp glows that colour at all times; if no colour is ...
- Fri Nov 06, 2020 5:40 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.44] Lamp light color does not consider condition signal color
- Replies: 6
- Views: 2353
Re: [0.17.44] Lamp light color does not consider condition signal color
There are cases where overwriting colors is useful, but are there any that also use one of the colors as the condition on the lamp? I can't think of any instances where flexibility would be lost with the proposed implementation, because it would have to be a situation where ① the lamp is exposed to...
- Fri Nov 06, 2020 3:08 pm
- Forum: Ideas and Suggestions
- Topic: Train Filter Signs
- Replies: 28
- Views: 6303
Re: Train Filter Signs
I thought that suggestion was already discussed and there where too much issues with it. That is the exact opposite of true: Honestly previous topic about chain signals taking into account the train length was easier in terms of possible implementation. This however could have more possible use cas...
- Thu Nov 05, 2020 7:52 pm
- Forum: Ideas and Suggestions
- Topic: Train Filter Signs
- Replies: 28
- Views: 6303
Re: Train Filter Signs
This is a long way without fuel supply. Do not even enter without X GJ fuel. And then what happens? The train has to stop somewhere to pick up more fuel. If the next stop in the schedule is too far away to make it, what is is supposed to do? If the filter signal is an absolute barrier, then the tra...
- Thu Nov 05, 2020 3:30 pm
- Forum: Ideas and Suggestions
- Topic: Train Filter Signs
- Replies: 28
- Views: 6303
Re: Train Filter Signs
I'm failing to see the use for this. Filter trains by fuel or cargo: What's the use? It would be real nice to be able to control where a train goes next based on its state , but using conditional signals doesn't let you change where the train is going , only how it gets there . Route trains away fro...
- Thu Nov 05, 2020 2:23 pm
- Forum: Ideas and Suggestions
- Topic: Option to Lock Power Poles Against Auto-connection
- Replies: 17
- Views: 4927
Re: Allow disabling of power pole auto-connect in clipboard and blueprints
@Koub: These suggestions are not the same and should not be merged. @Squelch's suggestion is about disabling auto connect temporarily when pasting a blueprint, and is largely solved by the changes to blueprints mentioned in FFF #362. Mine is about persistently locking specific power poles to prevent...
- Wed Nov 04, 2020 11:24 pm
- Forum: Ideas and Suggestions
- Topic: Option to Lock Power Poles Against Auto-connection
- Replies: 17
- Views: 4927
Option to Lock Power Poles Against Auto-connection
TL;DR It's way too easy to accidentally make a connection between two power networks that were supposed to be separate; let's add an option that lets you 'lock' a power pole so that other poles cannot automatically connect to it. What ? Power poles and substations get an interface with a checkbox s...
- Wed Nov 04, 2020 8:33 pm
- Forum: Implemented in 2.0
- Topic: Free cables/wires (Poles contain all)
- Replies: 34
- Views: 25281
- Wed Nov 04, 2020 7:06 pm
- Forum: Implemented Suggestions
- Topic: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
- Replies: 7
- Views: 2184
Re: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
I think this is addressed in 1.1 according to FFF#362? Unless I’m misunderstanding things. No, that's talking about saving the cable connections within a blueprint. The issue here is that the shift-left-click input is used for two different things: When holding a blueprint: Place blueprint and mark...
- Wed Nov 04, 2020 4:53 pm
- Forum: Implemented Suggestions
- Topic: Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
- Replies: 7
- Views: 2184
Prevent Clearing Power Cables from Poles While Shift-Placing Blueprints
TL;DR Currently, if the player shift-clicks to place a blueprint while their mouse happens to be over an existing power pole, all the pole's connections are removed, which is almost never the desired behaviour. What ? The 'shift-click a power pole to remove all connections' functionality should be ...
- Fri Oct 30, 2020 6:23 pm
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 10390
Re: Trains: Chain signals should factor in the length of the train
But I think recognition of that cannot be automated, because it can get really complicated. No, it isn't. We already have a workable design in the first post that solves this problem. The implementation in code may be complicated, since it requires changes to the pathfinding system and the handling...
- Thu Oct 29, 2020 5:50 pm
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 10390
Re: Trains: Chain signals should factor in the length of the train
What I currently ask me: is it possible to built some circuits to do that kind of forward check? Aka put outgoing signal to red, when train is a long train and more blocks behind that signals are still occupied. For me this sounds like a simple logic, and so it can be rebuilt by circuits. I don't s...
- Thu Oct 29, 2020 1:55 am
- Forum: Ideas and Suggestions
- Topic: Trains: Chain signals should factor in the length of the train
- Replies: 39
- Views: 10390
Re: Trains: Chain signals should factor in the length of the train
I was about to make this exact same suggestion. I shouldn't be surprised someone else beat me to it; it's an obvious improvement. Things that are not reasons to not do this: "The current system is fine!" No it's not. The current system is janky, error-prone, and requires a lot of pointless...
- Wed Oct 28, 2020 11:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
- Replies: 9
- Views: 4769
Re: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
If there are no chain signals then it is completly unrelated. I was fixing quite a lot of issues with trains and repathing for 1.1, one of them was that train would not reacquire signals immediately making them close by circuit network and forcing train to hard stop - in 1.1 if a train repaths it w...
- Wed Oct 28, 2020 10:01 pm
- Forum: Won't fix.
- Topic: [0.18.36] Inserter grabbing wrong stuff on unassigned asm
- Replies: 4
- Views: 1854
Re: [0.18.36] Inserter grabbing wrong stuff on unassigned asm
From my experience it is usually most useful to start building assembling machines, then empty belts disconnected from resources, then inserters, then power poles, and finally a belt connection that puts items on the empty belts to feed the production line. Why would you want to start with the belt...
- Wed Oct 28, 2020 9:35 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
- Replies: 9
- Views: 4769
Re: [boskid][1.0.0] Inconsistent Train behavior around a wired set of chain + rail signal in the same situation.
Just to clarify - will this fix this issue too? I ask because they seem to be the same problem - a train being forced to repath when a wire condition tried to close signals which the train has already reserved - but that version involves no chain signals, just regular signals, and your fix note spec...