Search found 34 matches

by macdjord
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

AmericanPatriot wrote:
Sat Nov 14, 2020 3:16 am
KeepGridButton wrote:
Sat Nov 14, 2020 2:59 am
Many containers like chests are opened/accessed with left button
I don’t think so. I’m not at my computer so maybe my memory is failing, but left mouse button would mine the chest.
No, mining is right-click.
by macdjord
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...
by macdjord
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...
by macdjord
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...
by macdjord
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 ...
by macdjord
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...
by macdjord
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...
by macdjord
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...
by macdjord
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...
by macdjord
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...
by macdjord
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...
by macdjord
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...
by macdjord
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 ...
by macdjord
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...
by macdjord
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...
by macdjord
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...
by macdjord
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...
by macdjord
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...
by macdjord
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...

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