Search found 102 matches

by mrbaggins
Sat Nov 23, 2024 10:20 pm
Forum: Duplicates
Topic: [2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name)
Replies: 13
Views: 1916

Re: 2.0.21 - Deploying a spidertron with bots destroys all its equipment (and colour and name)



If you have a spidertron in the players inventory, use q on it, then use shift to place a ghost of it. The construction robots will then take your spidertron and plop it down with its equipment, colour, name, etc. the same as it was when in your inventory.
if you do the exact same thing as 1 ...
by mrbaggins
Sat Nov 23, 2024 6:28 am
Forum: Duplicates
Topic: [2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name)
Replies: 13
Views: 1916

Re: 2.0.21 - Deploying a spidertron with bots destroys all its equipment (and colour and name)

Except I Pressed Q on THE spider. So the ghost should match.

If I do the same with one in MY inventory, it picks up the one in my inventory and places it correctly.
by mrbaggins
Sat Nov 23, 2024 4:26 am
Forum: Duplicates
Topic: [2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name)
Replies: 13
Views: 1916

[2.0.21] Deploying a spidertron with bots destroys all its equipment (and colour and name)

Using bots to deploy a spidertron from a landing pad effectively wipes all it's settings and grid contents.

Save file linked below. Go to gleba, Look at the spidertron in the landing bay. Has a name, a colour, and a full equipment grid. Use bots to ghost place this spidertron. Spidertron is placed ...
by mrbaggins
Fri Nov 15, 2024 10:12 pm
Forum: Ideas and Suggestions
Topic: Show Recycling info in Factoriopedia
Replies: 15
Views: 2107

Re: Put the recycle to result in the Factoriopedia

Thirding this. Came to write the same but found this with a search.
by mrbaggins
Fri Nov 15, 2024 5:19 am
Forum: Ideas and Suggestions
Topic: Allow belts to output the count of the belts attached that are in read-hold-all-belts
Replies: 6
Views: 961

Allow belts to output the count of the belts attached that are in read-hold-all-belts

TL;DR
Your idea in one sentence. Pictures are more worth than words.

Allow a 4th option when wiring a belt to count the number of belts being read in this hold-all-belts section.

What?
I would like it to be possible to output the number of currently read belt pieces as a signal for use in ...
by mrbaggins
Sat Aug 24, 2024 6:27 am
Forum: Resolved Problems and Bugs
Topic: Train station dots in map view at edge of radar coverage do not respond to click events correctly (Some are unclickable)
Replies: 1
Views: 553

Train station dots in map view at edge of radar coverage do not respond to click events correctly (Some are unclickable)

See this image https://i.imgur.com/9CXh5if.png

A section of map view is not revealed by radars. Clicking on the station dot opens the train instead, even if the train edge is not highlighted white. You can go significantly out of train-clicking range to the bottom right and still have the yellow ...
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: 1829

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: 1829

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 ...
by mrbaggins
Mon Feb 26, 2024 5:43 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: 1495

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

Hooray, I did a thing!

Thanks for the good work guys. Eagerly waiting for Space Age.
by mrbaggins
Mon Feb 26, 2024 5:42 am
Forum: Ideas and Suggestions
Topic: The emoji/icon button needs a keybind
Replies: 2
Views: 982

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 ...
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: 1495

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 ...
by mrbaggins
Mon Feb 12, 2024 8:51 pm
Forum: Ideas and Suggestions
Topic: The emoji/icon button needs a keybind
Replies: 2
Views: 982

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 ...
by mrbaggins
Sat Sep 11, 2021 10:29 pm
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 18952

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 ...
by mrbaggins
Sat Sep 11, 2021 8:41 am
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 18952

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 dealing ...
by mrbaggins
Sat Sep 11, 2021 6:17 am
Forum: Implemented in 2.0
Topic: improve train block overlay: add directions
Replies: 57
Views: 18952

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: 18952

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 indicated ...
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: 961

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 ...
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: 1670

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: 1670

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 ...
by mrbaggins
Wed Dec 16, 2020 1:35 am
Forum: PyMods
Topic: pY Raw Ores Discussion
Replies: 1519
Views: 578031

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 ...

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