Search found 96 matches

by mrbaggins
Sat Apr 20, 2024 7:56 am
Forum: Ideas and Suggestions
Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
Replies: 10
Views: 514

Re: Rich Text Labels need a toggle to also add the TEXT version after the icon

I never realised this was already how the command console version with text works. I really want this even more now for the icon picker.
by mrbaggins
Fri Mar 22, 2024 10:59 pm
Forum: Ideas and Suggestions
Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
Replies: 10
Views: 514

Rich Text Labels need a toggle to also add the TEXT version after the icon

TL;DR When using the emoji rich text labels in places in game especially in parameterised blueprints and train station blueprints in 2.0, it would be useful for accessibility and legibility when in large modpacks to also either have, or to be able to toggle, the TEXT version of the icon after. What...
by mrbaggins
Mon Feb 26, 2024 5:42 am
Forum: Ideas and Suggestions
Topic: The emoji/icon button needs a keybind
Replies: 2
Views: 287

Re: The emoji/icon button needs a keybind

I'm hoping that the new parameterised blueprints thing will work for my usecase well, as being able to pick the icon and have it use the name after should fit. It alleviates this issue a fair bit, especially in my own personal usecase, but being able to keybind an emoji would be nice. Bonuses for ke...
by mrbaggins
Sun Feb 25, 2024 8:29 am
Forum: Resolved Problems and Bugs
Topic: 1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste
Replies: 2
Views: 573

1.1.104 - Quick-Copying a circuit limited station fails to check limit condition at paste

What did you do? Build a station that has a circuit controlled limit (In my specific case it was an arithmetic combinator tied to a storage tank, which divided the liquid by 25000 and set the output as [L]) It all works fine. Make a new station, with a storage tank that does not meet the requiremen...
by mrbaggins
Mon Feb 12, 2024 8:51 pm
Forum: Ideas and Suggestions
Topic: The emoji/icon button needs a keybind
Replies: 2
Views: 287

The emoji/icon button needs a keybind

TLDR: The emoji/icon button in things like train station naming needs a keybind option. What: Make a keybinding that opens the emoji / icon list. Also nice would be an option or a default to set focus to the search box (Ctrl+F already does this, but is an extra needed UX step). Why: Having to go mou...
by mrbaggins
Sat Sep 11, 2021 10:29 pm
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 13749

Re: improve train block overlay: add directions

Forget about it. The modding API is not made for this. Track sections might not be accessible at all through the API. This doesn't require accessing track sections, for a quick mod that gives just the arrows. Find any signals, use a look up table to work out the offset for an arrow, draw an arrow p...
by mrbaggins
Sat Sep 11, 2021 8:41 am
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 13749

Re: improve train block overlay: add directions

Welp, apparently I'm at least the third person along to think of this. I kind of like the mini signal arrows by DaleStan too, although they're quite busy, they make the "WRONG WAY" aspect quite clear. Two more demonstration images I made, to hopefully make it clear how useful these are for...
by mrbaggins
Sat Sep 11, 2021 6:17 am
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 13749

Re: Add arrows to "Block display" for rails when holding signals

Yeah Durr, that's definitely a nice way to get the same (notably missing at the moment) information to the user.
by mrbaggins
Sat Sep 11, 2021 12:37 am
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 13749

Add arrows to "Block display" for rails when holding signals

Image: https://i.imgur.com/6xanWP3.png By adding arrows a shown, it immediately becomes much more obvious that you've screwed up signal placement, as there would be two arrows "colliding". Bonus points if such a collision was somehow indicated more clearly with an icon or something that in...
by mrbaggins
Mon Mar 01, 2021 1:35 am
Forum: Ideas and Suggestions
Topic: Construction ghosts to show similar info to logistics requests
Replies: 1
Views: 681

Construction ghosts to show similar info to logistics requests

If you're not aware, you can hover over logistics chests (providers and requesters) and be shown how many items are present, but also how many are currently on their way or about to be picked up. Similarly in the player or chest logistics request screen, hovering over an item shows how many are on t...
by mrbaggins
Thu Jan 21, 2021 1:37 am
Forum: Ideas and Suggestions
Topic: Hotkey to override construction queue and force personal robots out
Replies: 4
Views: 1122

Re: Hotkey to override construction queue and force personal robots out

Would love to see some more opinions on this. In my own, this is something no one realises they want until they have it.
by mrbaggins
Fri Jan 08, 2021 10:33 pm
Forum: Ideas and Suggestions
Topic: Hotkey to override construction queue and force personal robots out
Replies: 4
Views: 1122

Hotkey to override construction queue and force personal robots out

TL;DR A hotkey or button for the action bar that allows you to force your personal construction bots out to solve any jobs they are able to. Alternatively, an action bar toggle: Prefer personal construction Yes/No: When you are near construction ghosts that you have the items for, even if already r...
by mrbaggins
Wed Dec 16, 2020 1:35 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 432875

Re: pY Raw Ores Discussion

As long as I’m spamming advice, I assume that you’re using helmod, and you have been using helmod through a rocket launch or two of AB, but you’re all grown up now. You need to upgrade to YAFC. https://github.com/ShadowTheAge/yafc Looks nice for planning when not playing, however I'm going to try t...
by mrbaggins
Wed Dec 16, 2020 1:31 am
Forum: PyMods
Topic: Do you update your modpack ?
Replies: 7
Views: 2901

Re: Do you update your modpack ?

I do, sporadically. For instance, I've not updated for a little bit since the smelter building was apparently introduced. That's gonna break lots of my stuff, so I want to make sure I do that updates when I've got time to fix everything. Otherwise I'll do it as part of my pymods todo list. Fix this,...
by mrbaggins
Wed Dec 02, 2020 2:50 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291404

Re: pY Alien Life - Discussion

I'm having the same issue (GTX 980 on my end) but didn't find a workaround yet. I sometimes have that problem with other mods too tho (or at least I remember it doing the same thing when playing Space Exploration, which is another rather graphics heavy mod). I'll play around with my graphics settin...
by mrbaggins
Mon Nov 30, 2020 11:32 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291404

Re: pY Alien Life - Discussion

I've never noticed that in Helmod. But I run with "show disabled" and "Show hidden" off, as I only want recipes I can *currently* use to show up. If you have those enabled, I don't know. If you don't, I don't know how or what you're seeing (and I'm not at home atm to check my gam...
by mrbaggins
Mon Nov 30, 2020 8:00 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291404

Re: pY Alien Life - Discussion

Cheers kingarthur Unrelated: I seem to be getting stutters when moving quickly around my base. My ticks in the debug info seem perfectly fine, and my cpu load isn't particularly noteworthy. Sitting still completely solves it. Zooming right in does too. I have 16GB RAM, so don't believe it's a paging...
by mrbaggins
Sat Nov 28, 2020 5:49 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291404

Re: pY Alien Life - Discussion

Just tossing up if I want to do something like go all in on something cheap for all the basics, only branching out for stuff like Arqad honey / chitini / milk etc.
by mrbaggins
Thu Nov 26, 2020 9:27 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 887
Views: 291404

Re: pY Alien Life - Discussion

I got through all blue and py science last time, using vanilla trains and no logistics. I restarted with 1.0 release and have had red and green finished for a while, and I'm getting close to having good alien samples done to get the next batch of critters and plants for py science. I am intending to...

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