Search found 60 matches

by AntiBlueQuirk
Sat Mar 16, 2019 1:18 pm
Forum: Ideas and Suggestions
Topic: Circuit Recorder (or graph window API)
Replies: 6
Views: 685

Re: Circuit Recorder (or graph window API)

That's pretty cool. I haven't loaded it up, but it looks like exactly what I want. Out of curiosity, I went to find out when the graph window APIs had been added without me noticing. They haven't. The mod creates a hidden surface in the world, and draws the graphs in the world using the new drawing ...
by AntiBlueQuirk
Sat Mar 16, 2019 3:35 am
Forum: News
Topic: Friday Facts #286 - Pollution cleanup
Replies: 72
Views: 11734

Re: Friday Facts #286 - Pollution cleanup

The pollution graph looks awesome! (I love graphs.) I also love the diligence you all put into making sure the game is as stable as possible.

But while we're adding new graphs... any chance we could get Circuit Graphs considered?
by AntiBlueQuirk
Tue Mar 05, 2019 11:51 pm
Forum: Mods
Topic: [MOD 0.17] Smart Waypoints - Conditional train schedules
Replies: 0
Views: 156

[MOD 0.17] Smart Waypoints - Conditional train schedules

It's a little clunky in its current form, but this mod adds truly conditional orders to trains! Skip orders, make decisions based on current load, and more! Smart Waypoints Smart Waypoints is a mod that enables waypoints with special names to control trains that go by, skipping around their schedule...
by AntiBlueQuirk
Tue Mar 05, 2019 11:41 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 34
Views: 2529

Re: Dynamic train schedule

It's a little ugly, but I made a mod for this with the new API. :)

https://mods.factorio.com/mod/smart-waypoints
by AntiBlueQuirk
Sat Jan 26, 2019 2:13 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 34
Views: 2529

Re: Dynamic train schedule

How about this? It's basically exactly the same as a normal station entry, except that it has a target order instead of a target station. conditional-goto.png Basically when it gets to order 3, as long as it has more than 50 coal, it skips to order 1. Otherwise, it goes onto order 4, where it can ge...
by AntiBlueQuirk
Sat Jan 26, 2019 1:50 am
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 24247

Re: Friday Facts #279 - Train GUI & Modern Spitter

This has already been mentioned, in this thread and others, but if the Train GUI looked like this in 0.17, I would be very, very happy. (This is a mockup for Conditional Goto Orders, ala OpenTTD.) conditional-goto.png Of course, I'm already going to be happy. But this would be even better. :D Also, ...
by AntiBlueQuirk
Sun Nov 25, 2018 12:37 am
Forum: Ideas and Suggestions
Topic: Circuit Recorder (or graph window API)
Replies: 6
Views: 685

Re: Circuit Recorder (or graph window API)

I guess I could see it being an issue if players placed hundreds of them, but I don't think most players would do that. I also don't think recording signal data requires that much performance. The game doesn't seem to have any trouble storing production data, and that has be tracked across the entir...
by AntiBlueQuirk
Sat Nov 24, 2018 2:58 am
Forum: Ideas and Suggestions
Topic: Circuit Recorder (or graph window API)
Replies: 6
Views: 685

Re: Circuit Recorder (or graph window API)

While I like the idea of global/wireless circuit networks, I don't think it's really necessary for this idea. I don't want to change the mechanics of the circuit networks at all, I just want the player to be able to say, "I'd like a graph of this circuit output", and then just connect a box. I feel ...
by AntiBlueQuirk
Sat Nov 24, 2018 12:44 am
Forum: Ideas and Suggestions
Topic: Circuit Recorder (or graph window API)
Replies: 6
Views: 685

Circuit Recorder (or graph window API)

Two words: Circuit Graphs I'd really like to see a Recorder Box that can be hooked up to the circuit network. This would just be a little combinator style box that hooks up to the circuit network, and would record all of the signals it receives. Clicking on it would reveal a Production Graph style w...
by AntiBlueQuirk
Tue Dec 05, 2017 6:18 pm
Forum: Ideas and Suggestions
Topic: Auto-Request
Replies: 6
Views: 802

Re: Auto-Request

I think a better option would be to add a toggle in the crafting area to change it to "Request Mode". In Request Mode, clicking on something to craft will instead make a one time request from the current logistics network if available, and only craft it if this isn't possible. Presumably, there wou...
by AntiBlueQuirk
Mon Dec 04, 2017 8:01 pm
Forum: Ideas and Suggestions
Topic: Auto-Request
Replies: 6
Views: 802

Re: Easy QoL Improvement: Auto-Request!

I think a better option would be to add a toggle in the crafting area to change it to "Request Mode". In Request Mode, clicking on something to craft will instead make a one time request from the current logistics network if available, and only craft it if this isn't possible. Presumably, there woul...
by AntiBlueQuirk
Mon Nov 27, 2017 11:09 pm
Forum: Ideas and Suggestions
Topic: Belt Labels
Replies: 10
Views: 1814

Re: Belt Labels

You could color the black "aura" underneath a different color, like white or grey. Actually, that's an interesting concept in general; if the auras had different colors based on whether they indicated contents or configuration. With poor choice of colors it could make the screen harder to read, but ...
by AntiBlueQuirk
Sun Nov 26, 2017 8:31 am
Forum: Ideas and Suggestions
Topic: Belt Labels
Replies: 10
Views: 1814

Re: Belt Labels

I'd like to add that this would also be a useful feature on pipes. No longer would you have to remember/look up/guess which side the water goes into your refinery blueprints for advanced oil processing. You could just label the pipes.
by AntiBlueQuirk
Fri Nov 17, 2017 6:33 pm
Forum: Ideas and Suggestions
Topic: Graph all the things!
Replies: 3
Views: 786

Re: Graph all the things!

I'd like to add support for this idea as well. Just recently, I was imagining that graphing circuit networks would be incredibly useful in many cases. The way I think this would work is to have a "Recorder" building with an circuit input. Clicking on it would bring up a screen like the production gr...
by AntiBlueQuirk
Sun Oct 15, 2017 10:03 am
Forum: Implemented Suggestions
Topic: Train path to point
Replies: 6
Views: 1010

Re: Train path to point

Sounds like this feature is gettting added to the game!

https://www.factorio.com/blog/post/fff-212
by AntiBlueQuirk
Sun Oct 15, 2017 6:28 am
Forum: Ideas and Suggestions
Topic: Check for vehicle speed before releasing personal robots
Replies: 12
Views: 1422

Robots shouldn't jump out of speedy trains

Simply put, construction robots should not leave the player's inventory (and vehicle inventories, for modded games) if the player is moving above a certain speed. (Maybe no faster than the robot's own speed?) This would prevent robots from leaping out of trains moving at 300 km/h to repair or build ...
by AntiBlueQuirk
Tue Oct 03, 2017 9:56 pm
Forum: Ideas and Suggestions
Topic: Colored logistics slots
Replies: 4
Views: 622

Re: Colored logistics slots

I actually am interested in knowing how much I have in storage vs providers, because generally I use passive providers, so anything in storage is "backstock". But I don't think there's any reason you couldn't add a extra color that means "outstanding requests that cannot be satisfied". The point I ...
by AntiBlueQuirk
Tue Oct 03, 2017 9:53 pm
Forum: Outdated/Not implemented
Topic: Intermidiate objects with a lifetime
Replies: 16
Views: 2238

Re: Intermidiate objects with a lifetime

You could also use it for unstable chemicals; chemicals that degrade if left out. It would give you an excuse to not leave such things in storage. But on the other hand, I don't see such a mechanic being particularly compelling, since it has such a simple solution: just don't produce any until there...
by AntiBlueQuirk
Tue Oct 03, 2017 9:43 pm
Forum: Ideas and Suggestions
Topic: Colored logistics slots
Replies: 4
Views: 622

Re: Colored logistics slots

I actually am interested in knowing how much I have in storage vs providers, because generally I use passive providers, so anything in storage is "backstock". But I don't think there's any reason you couldn't add a extra color that means "outstanding requests that cannot be satisfied".
by AntiBlueQuirk
Tue Oct 03, 2017 1:02 pm
Forum: Ideas and Suggestions
Topic: Colored logistics slots
Replies: 4
Views: 622

Colored logistics slots

The logistics network screen and tooltips should colorize slots to indicate the source of the item, such as whether it is in storage or in a provider chest: factorio-logistics-color.png This does raise the question of what to do with items in multiple types of storage (both in storage and in a provi...

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