Search found 285 matches
- Sun Aug 07, 2016 4:22 pm
- Forum: Ideas and Suggestions
- Topic: Modules for radar
- Replies: 1
- Views: 1310
Modules for radar
Especially speed modules
- Sat Aug 06, 2016 7:43 pm
- Forum: Ideas and Suggestions
- Topic: Minimap zooming
- Replies: 3
- Views: 7501
Re: Minimap zooming
Minimap may show % of zoom to get back to normal 100% (with potential ctrl-0 hotkey to return to 100% like in browsers). It's just too frequent that I want to see something nearby or get general picture on running direction, but have to go full map instead. What you speak about is interesting idea ...
- Fri Aug 05, 2016 5:58 pm
- Forum: Ideas and Suggestions
- Topic: Minimap zooming
- Replies: 3
- Views: 7501
Minimap zooming
it would be nice if operating mouse wheel over minimap would zoom it in and out.
- Thu Aug 04, 2016 2:48 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 42787
Re: Remove or Miniaturize Circuit Networks
Surfacing is another solution, but with many problems like inter-surface connection, and more importantly matching them to each other geometrically, so you're not in totally virtual space. I meant more of a layer type of solution, e.g. like grass with concrete and rails on top. Just allow ...
- Thu Aug 04, 2016 11:18 am
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 42787
Re: Remove or Miniaturize Circuit Networks
Actually it should be pretty easy to implement because technically structures may have overlapping bounding boxes, it's just a matter of rendering and user interface to switch those layers. With blackboxes instead it's a very hard implementation because a lot of logics moves from the chunk entities ...
- Thu Aug 04, 2016 10:46 am
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 42787
Re: Remove or Miniaturize Circuit Networks
Weird idea has just struck my head. What if we put all those circuits underground? So all combinators are hidden beneath with power poles used as connectors and special hotkey that shows that underground layer and allows editing it (some ghostly combinator contours may exist during Alt mode when ...
- Wed Aug 03, 2016 9:35 am
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 42787
Re: Remove or Miniaturize Circuit Networks
Well, then there can be several tiers of blackboxes with biggest occupying like like 4x4 tiles outside and 16x16 tiles inside (off-the-wall numbers).
- Tue Aug 02, 2016 6:15 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 42787
Re: Remove or Miniaturize Circuit Networks
I suggest a new forum thread is opened just to discuss blackboxing of circuits. Just because name of this one is evil, as the thread itself has become evil too :)
As for my personal opinion for blackboxing - I'm for it. But it should still put some challenge on placing combinators (black-boxes) and ...
As for my personal opinion for blackboxing - I'm for it. But it should still put some challenge on placing combinators (black-boxes) and ...
- Sat Jul 30, 2016 7:05 am
- Forum: Ideas and Suggestions
- Topic: electric trains
- Replies: 176
- Views: 80445
Re: Electric locomotives ☸
+1. That will also solve problem of having to do double run to build an outpost - one to drop rails and the other to place power poles.
- Fri Jul 29, 2016 7:25 pm
- Forum: Ideas and Suggestions
- Topic: Filter Long-Handed Inserter
- Replies: 11
- Views: 10929
Re: Filter Long-Handed Inserter
That's two more checkboxes on which part is long (2 tiles) and which is short (1 tile).bobucles wrote:What about a 90 degree long handed burner filter stack inserter that also functions as a splitter?
- Fri Jul 29, 2016 6:07 am
- Forum: Ideas and Suggestions
- Topic: Filter Long-Handed Inserter
- Replies: 11
- Views: 10929
Re: Filter Long-Handed Inserter
Modules appear too late and consume a lot of time for crafting, you'd want fast inserter much earlier and fast to craft. I'd vote for 3 miniature checkboxes inside inserter icon, game should remember last state of this setting, and apply for both crafting and assembling. green/red/blue circuit cost ...
- Thu Jul 28, 2016 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Marker for Drills w/ No Resources
- Replies: 5
- Views: 3584
Re: Marker for Drills w/ No Resources
That will kill your love for your drills. Right now when you see some drill is stationary (already a clue), you check the belt before it - is it full. If it's not, you hover your drill and see if it has resources. That brings your attention to your drill and your drill is happy. If you put a marker ...
- Thu Jul 28, 2016 2:34 pm
- Forum: Ideas and Suggestions
- Topic: Filter Long-Handed Inserter
- Replies: 11
- Views: 10929
Re: Filter Long-Handed Inserter
What about prepending long-handed inserter with a filter inserter, so that long-handed inserter has no choice what to pick?
Still, stacked long-handed inserter is a must in many situations.
To mitigate too-many-inserter-types problem solution could be like that:
Just 3 types of inserters for ...
Still, stacked long-handed inserter is a must in many situations.
To mitigate too-many-inserter-types problem solution could be like that:
Just 3 types of inserters for ...
- Thu Jul 28, 2016 2:28 pm
- Forum: Ideas and Suggestions
- Topic: Construction robots should not repair each other
- Replies: 7
- Views: 5320
Re: Construction robots should not repair each other
Probably releasing bots should be bound to a key, like spacebar. Or UI icon. Both for building and for repairing tanks.
- Thu Jul 28, 2016 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Remove or Miniaturize Circuit Networks
- Replies: 99
- Views: 42787
Re: Remove or Miniaturize Circuit Networks
Wanna factorio OPC server?
- Wed Jul 27, 2016 8:54 pm
- Forum: Ideas and Suggestions
- Topic: Easy upgrade of belts without R-R-R-R-R
- Replies: 6
- Views: 4383
Re: Easy upgrade of belts without R-R-R-R-R
I dunno. When I compare how often I use an upgraded belt to change some belt-construction vs. upgrade a belt, then I need to say, the first is much more often, than the second.
I would prefer a specialized tool for that. Like https://mods.factorio.com/mods/Slayer1557/upgrade-planner
Hmm.. in my ...
I would prefer a specialized tool for that. Like https://mods.factorio.com/mods/Slayer1557/upgrade-planner
Hmm.. in my ...
- Wed Jul 27, 2016 1:52 pm
- Forum: Ideas and Suggestions
- Topic: Improved quick insertion of items
- Replies: 6
- Views: 9494
Re: Improved quick insertion of items
Well, I think it's because hand stack auto-refilling is too aggressive (happens in more cases than it should be). There can be debates if such behavior is intended or not, but the fact that ctrl-left-click and ctrl-right-click in empty inventory slot do the same thing (and this thing is unexpected ...
- Wed Jul 27, 2016 12:27 pm
- Forum: Ideas and Suggestions
- Topic: Improved quick insertion of items
- Replies: 6
- Views: 9494
Re: Improved quick insertion of items
Well, nice point then. I actually didn't know about ctrl-click to fill machinery, just to clean it up :) you have your point. I think it should refill only if stack reaches zero - that's good proposal.
But on the other hand one part is still missing - you still need inventory fiddling to get that ...
But on the other hand one part is still missing - you still need inventory fiddling to get that ...
- Wed Jul 27, 2016 11:12 am
- Forum: Ideas and Suggestions
- Topic: When you run into a tree when building, stop, don't sidestep
- Replies: 9
- Views: 4191
Re: When you run into a tree when building, stop, don't sidestep
Good point, +1.
I'd also mention my other suggestion here (about trees, not buildings) - some form of ctrl-click placement that automatically harvests trees and rocks on the way instead of stopping or sidestepping.
I'd also mention my other suggestion here (about trees, not buildings) - some form of ctrl-click placement that automatically harvests trees and rocks on the way instead of stopping or sidestepping.
- Wed Jul 27, 2016 11:10 am
- Forum: Ideas and Suggestions
- Topic: Construction robots should not repair each other
- Replies: 7
- Views: 5320
Re: Construction robots should not repair each other
Adding timeout for construction bots to emerge after vehicle has moved would resolve this and other issues (dunno yet if it happened in 13.x)