Search found 307 matches
- Mon Mar 24, 2025 5:01 pm
- Forum: Assigned
- Topic: [StrangePan][1.1.101] Hang after switching macOS user
- Replies: 5
- Views: 965
Re: [StrangePan][1.1.101] Hang after switching macOS user
Thanks StrangePan!
- Fri Dec 13, 2024 8:01 am
- Forum: Releases
- Topic: Version 2.0.25
- Replies: 20
- Views: 12916
Re: Version 2.0.25
Maybe for the same reason it was done for items on turbo belts. (FFF 393)
- Thu Nov 14, 2024 10:50 am
- Forum: Ideas and Suggestions
- Topic: A New Perspective on Productivity: Should It Be Chance-Based?
- Replies: 1
- Views: 393
Re: A New Perspective on Productivity: Should It Be Chance-Based?
This seems like a big change with a minor motivation. For every player who is complaining about lost productivity with recipe switching there will be a player who complains that some count-perfect circuitry no longer works, or that belts cannot handle random throughput spikes, requiring higher tier ...
- Wed Nov 13, 2024 8:08 pm
- Forum: Gameplay Help
- Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
- Replies: 17
- Views: 1382
Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
Getting exactly ten signals will be hard, when you consider edge cases like "all signals have the same value". Which ones should it even pick‽
My idea was to have a constant combinator that gives each possible signal a unique value, then that is added to the input (on the lower 15 bits), fed ...
- Wed Nov 13, 2024 6:46 pm
- Forum: Gameplay Help
- Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
- Replies: 17
- Views: 1382
Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
well easy, use a selector as I said to get the 10th items in the list, use arithmetic to abstract the signal, then use the value to set in a compactor to get all signal >= to this value, bim top 10 signals.
Only if those signals have unique values, otherwise >= will select more than 10 signals.
- Wed Nov 13, 2024 5:33 pm
- Forum: Gameplay Help
- Topic: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
- Replies: 17
- Views: 1382
Re: Circuits/dynamic mall: Get the 10 (largest) signals from a list of signals
I can think of a way that would work for 1 to 15 inputs (dynamically) as long as the inputs are less than 32768 (using half of the bits to unique each signal so that a decider combinator can do each < N where N is the output of one selector combinator with index 1-15). It could also be unlimited but ...
- Wed Nov 13, 2024 9:28 am
- Forum: Ideas and Suggestions
- Topic: Hide Buffer Chest requests from Roboports
- Replies: 3
- Views: 456
Re: Hide Buffer Chest requests from Roboports
+1, a checkbox whether to include buffer chest contents would work for me. It would be useful also on any logistic condition (on inserters, drills, etc) to control amount in the network available to requester chests (request from buffer chests disabled to prevent infinite loop).
- Wed Nov 13, 2024 9:20 am
- Forum: Ideas and Suggestions
- Topic: Show logistic range for ghost robotports
- Replies: 14
- Views: 1074
- Mon Nov 11, 2024 1:21 pm
- Forum: Ideas and Suggestions
- Topic: Easier selective deconstruction
- Replies: 8
- Views: 831
Re: Easier selective deconstruction
Been thinking about this recently, but I would make middle mouse button click the default instead of Q. Middle-mouse (aka mouse wheel click) is already used to set filters for inventory slots (like cargo wagon) so it kind of fits better.
- Sun Nov 10, 2024 8:54 pm
- Forum: Ideas and Suggestions
- Topic: Option to insert one module at a time without opening machine UI
- Replies: 7
- Views: 699
Re: Option to insert one module at a time without opening machine UI
In remote view? Nope, doesn't work here.AileTheAlien wrote: Sun Nov 10, 2024 8:29 pm Uh, wait. I just tested this and it totally worked to insert efficiency-1 and speed-1 modules into my assembler-3. Is this buggy for you? It seems to work 100% of the time for me...![]()
- Sun Nov 10, 2024 7:51 pm
- Forum: Ideas and Suggestions
- Topic: Confirm Keybinding for Numeric Fields
- Replies: 4
- Views: 337
Re: Confirm Keybinding for Numeric Fields
There's no "Enter key" function that can be rebound. It seems to be hardcoded, so no.BraveCaperCat wrote: Sun Nov 10, 2024 7:48 pm Couldn't you just add E as the alternate for the Enter key?
- Sun Nov 10, 2024 7:41 pm
- Forum: Ideas and Suggestions
- Topic: Confirm Keybinding for Numeric Fields
- Replies: 4
- Views: 337
Confirm Keybinding for Numeric Fields
Since the default 'E' to confirm no longer works in numeric input fields (logistic requests, combinator constants, etc) due to the postfix symbols feature (k, m, g, ...), I would like to add a secondary keybinding that uses a modifier key like CTRL+E or CMD+E (on mac) which should not result in a ...
- Sun Nov 10, 2024 7:02 pm
- Forum: Ideas and Suggestions
- Topic: Option to insert one module at a time without opening machine UI
- Replies: 7
- Views: 699
Re: Option to insert one module at a time without opening machine UI
+1, expected this to work after reading the remote view FFF.
- Sun Nov 10, 2024 6:53 pm
- Forum: Ideas and Suggestions
- Topic: Show radar coverage in map view
- Replies: 19
- Views: 2791
Re: Show radar coverage in map view
Not only artillery. I was just thinking of it specifically because I needed it today.
- Sun Nov 10, 2024 6:48 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 172
- Views: 31419
Re: Ability to craft lower quality with higher quality
I have 5 parallel factories, 1 for common, and then 4 duplicate factories for uncommon, rare, epic, and legendary. (I'm calling them duplicate factories because they are built the exact same, with the only differences being the quality inputs that they take).
Why would you duplicate the factories ...
- Sun Nov 10, 2024 5:47 pm
- Forum: Ideas and Suggestions
- Topic: Add more fine-grained enemy controls
- Replies: 2
- Views: 221
Re: Add more fine-grained enemy controls
+1, this is what I envisioned when reading the FFF's.
- Sun Nov 10, 2024 5:45 pm
- Forum: Ideas and Suggestions
- Topic: Add "Allowed modules" and "Set modules" circuit options to assembler
- Replies: 4
- Views: 713
Re: Add "Allowed modules" and "Set modules" circuit options to assembler
+1, but would prefer inserters being able to add and remove modules
- Sun Nov 10, 2024 5:41 pm
- Forum: Ideas and Suggestions
- Topic: Show radar coverage in map view
- Replies: 19
- Views: 2791
Re: Show radar coverage in map view
+1
Also roboport and artillery range should be displayed in map view when holding item or blueprint.
Also roboport and artillery range should be displayed in map view when holding item or blueprint.
- Sun Nov 10, 2024 4:51 pm
- Forum: Ideas and Suggestions
- Topic: Small tooltips for small blueprints
- Replies: 1
- Views: 166
Small tooltips for small blueprints
Blueprint tooltips can be unnecessarily wide due to the description for super-force build. The description is not even accurate (normal force build already places terrain), and doesn't mention the most useful feature (placement of underground belts). Also "force build" doesn't have any description ...
- Fri Nov 08, 2024 9:29 am
- Forum: Not a bug
- Topic: [2.0.11] Wired mining drills not sending resource patch data
- Replies: 8
- Views: 734
Re: [2.0.11] Wired mining drills not sending resource patch data
Sometimes I set up programmable speakers to warn me when a resource patch is running low, and updating the game now causes these alarms to off when the wired drill has run out (which isn't unlikely given that it's easier to wire up the outer drills and those drills are normally the first to run out ...