Search found 148 matches

by Roxor128
Mon Sep 12, 2022 4:44 am
Forum: Ideas and Suggestions
Topic: Train stop colour on map to indicate train on the way
Replies: 2
Views: 140

Train stop colour on map to indicate train on the way

TL;DR Show train stops on the map in a different colour when their limit is hit based on why that limit was hit. What ? When a train stop's limit is hit, it always appears blue on the map. This lets you distinguish between which are full and which aren't. I propose adding additional colours to indi...
by Roxor128
Wed Aug 31, 2022 1:30 pm
Forum: Ideas and Suggestions
Topic: Allow Inserters to take fuel from trains again
Replies: 50
Views: 6401

Re: Allow Inserters to take fuel from trains again

Last time I did it was on vanilla 0.16, and that was switching from coal to solid fuel for around 50 trains. The only way to get the coal out was to hang round the refuelling station, call the trains in and do it manually for every train. In the process of which, I ended up finding wood and wooden p...
by Roxor128
Tue Aug 30, 2022 11:11 am
Forum: Ideas and Suggestions
Topic: Allow Inserters to take fuel from trains again
Replies: 50
Views: 6401

Re: Allow Inserters to take fuel from trains again

I'm in favour of this. I remember the last time I switched a heap of trains from one fuel to another. Ugh. It would have been so much easier if I could have just set up a bunch of filter inserters set to remove the fuel types I didn't want and put them in an active provider chest. Add whatever idiot...
by Roxor128
Tue Aug 30, 2022 6:47 am
Forum: Ideas and Suggestions
Topic: Allow us to copy recipes onto ghosts
Replies: 15
Views: 2575

Re: Allow us to copy recipes onto ghosts

Yes, please! I keep getting a section partially built with at least one of some machine with a program put down, change the setting on it, then use the shift-click to copy it to the others nearby, and get thrown for a loop when it doesn't work on the ghosts.
by Roxor128
Sat Aug 06, 2022 4:31 am
Forum: Ideas and Suggestions
Topic: Research Prerequisites include Use Cases
Replies: 12
Views: 563

Re: Research Prerequisites include Use Cases

The mod Nullius has this feature in the form of checkpoints in its alternate tech tree. They require you to make or use some quantity of an item to move on. I found it rather annoying when trying to get to rail signals, because in order to research that, I had to pass a checkpoint for red belts (whi...
by Roxor128
Sat Aug 01, 2020 1:58 am
Forum: News
Topic: Friday Facts #358 - Alien decoratives & Polluted water
Replies: 71
Views: 21470

Re: Friday Facts #358 - Alien decoratives & Polluted water

I like the polluted water idea. The simple interpolation between blue and green based on the pollution value for polluted water could be reused for air pollution, too. Just interpolate between a pollution colour and the regular land graphics to make a haze of pollution on land.
by Roxor128
Mon Aug 05, 2019 4:42 am
Forum: Ideas and Suggestions
Topic: Get rid of barrels and all barrel-related content
Replies: 20
Views: 8582

Re: Get rid of barrels and all barrel-related content

I find barrels quite useful for tasks that need only a small amount of liquid, such as making flamethrower ammo or mining uranium. In the case of flamethrower ammo, I need to restock on it it so rarely, carrying a few stacks of barrels between my "miscellaneous crap area" and my refinery e...
by Roxor128
Mon Aug 05, 2019 3:20 am
Forum: Ideas and Suggestions
Topic: Blueprint Tech needed
Replies: 1
Views: 498

Re: Blueprint Tech needed

Sounds like a nice, simple UI improvement to me.

It already shows what you need to actually build it, so it shouldn't be too hard to add a couple of recursive lookups of the tech tree to find unresearched techs needed as well.
by Roxor128
Sun Jul 28, 2019 5:51 am
Forum: News
Topic: Friday Facts #305 - The Oil Changes
Replies: 971
Views: 173660

Re: Friday Facts #305 - The Oil Changes

I'm still not convinced. A few things I think you should try BEFORE changing the oil recipe: 1. Add blockage indicators to the UI. Red background on the blocked output in the machine window, red ring around the icon for an output product in Alt-view, and a red lamp above the blocked output on the mo...
by Roxor128
Sun Jul 28, 2019 5:16 am
Forum: Ideas and Suggestions
Topic: NVIDIA Freestyle support
Replies: 12
Views: 2332

Re: NVIDIA Freestyle support

No, I guess not. It wouldn't be fair to expect you to be familiar with the area you are commenting on. I hope this is helpful next time. I'm familiar with programs that support loading in shaders from a file, like the aforementioned video player, tools dedicated to shader prototyping, and of course...
by Roxor128
Thu Jul 25, 2019 4:43 am
Forum: Ideas and Suggestions
Topic: Simple Aesthetic: Rocket Launch Ground Glow
Replies: 1
Views: 533

Re: Simple Aesthetic: Rocket Launch Ground Glow

I can see how it might be done. Spawn a light source with a large radius on the silo and have it fade out as the rocket goes higher. Or start at something lamp-sized, grow as the rocket's exhaust clears the silo and reaches a sufficient height that it'd be illuminating a large area, then fade it out...
by Roxor128
Thu Jul 25, 2019 4:20 am
Forum: Ideas and Suggestions
Topic: NVIDIA Freestyle support
Replies: 12
Views: 2332

Re: NVIDIA Freestyle support

... you would have done much, much, much, better citing reshade / sweetfx as the example of a "well known" tool that allows custom shader injection. Well, I can't exactly cite those programs as examples when you only just now introduced me to them, can I? Because I'd be good money that a ...
by Roxor128
Wed Jul 24, 2019 9:51 am
Forum: Ideas and Suggestions
Topic: NVIDIA Freestyle support
Replies: 12
Views: 2332

Re: NVIDIA Freestyle support

Actually... support for a more well known and more easily used application seems like the better option than expecting people to write custom glsl shaders... Well-known? This thread was the first time I ever heard of the program, and I've been using Nvidia cards for years. There is a precedent for ...
by Roxor128
Wed Jul 24, 2019 6:35 am
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 130993

Re: Friday Facts #304 - Small bugs; Big changes

I don't think the changes to Basic Oil Processing are the way to go. I think it's attacking the problem of the Oil Spike from the wrong angle. The way I see it, the problem with the Oil Spike is in three parts: 1. It's the first time the player needs to get serious about fluid handling. 2. It's the ...
by Roxor128
Tue Jul 23, 2019 10:12 am
Forum: Ideas and Suggestions
Topic: Temporary extension of inventory by chest for personal construction
Replies: 15
Views: 1834

Re: Temporary extension of inventory by chest for personal construction

When I saw the title, I thought it might be going to suggest being able to pick up a chest full of stuff and carry it with you and construction bots treating it as part of your inventory, but with the penalty of not being able to enter vehicles or fire weapons.
by Roxor128
Tue Jul 23, 2019 6:35 am
Forum: Ideas and Suggestions
Topic: NVIDIA Freestyle support
Replies: 12
Views: 2332

Re: NVIDIA Freestyle support

Sounds like what you really want is support for loading custom post-processing shaders. Probably wouldn't be too hard to add a feature to load in a custom .glsl file and run that over the last buffer before the monitor. Don't know if the devs would see it as worthwhile, though.
by Roxor128
Tue Jul 23, 2019 6:16 am
Forum: Ideas and Suggestions
Topic: Remove flamethrower ammo from the game
Replies: 17
Views: 2665

Re: Remove flamethrower ammo from the game

Perhaps an easier-to-implement approach which would make the flamethrower behave more like the flamethrower turrets would be to have a generic Flamethrower Tank, which can be filled with anything the flamethrower turret will take. 5 Steel -> Flamethrower Tank (same as making current ammo) Flamethrow...
by Roxor128
Mon Jun 24, 2019 10:54 am
Forum: Ideas and Suggestions
Topic: Neural net entities
Replies: 8
Views: 2061

Re: Neural net entities

Having 1x1 neurons and 1 x n layers already working with Reals would be a fast way. Unfortunately, you're out of luck there. As far as I know, Factorio's internal simulation is integer-based (and the circuit network definitely is). I recall the devs beating their heads against the wall at one point...
by Roxor128
Sun Jun 23, 2019 10:14 am
Forum: Ideas and Suggestions
Topic: Neural net entities
Replies: 8
Views: 2061

Re: Neural net entities

I think you could actually do this with the existing circuit network. Implementing a single neuron would be simple enough. Just a bank of arithmetic combinators multiplying weights fed via a common line and outputting on a common signal, all their outputs fed into a decider combinator taking its thr...
by Roxor128
Sun Jun 23, 2019 4:57 am
Forum: Ideas and Suggestions
Topic: Unpowered Electric network with different color
Replies: 4
Views: 706

Re: Unpowered Electric network with different color

One other point: As visible as making the network flash would be, DO NOT make it the only option! It would be extremely distracting when peering at the map and trying to find something else, and annoying if the part that's unpowered is due to the power switch being turned off.

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