Search found 71 matches

by AntiBlueQuirk
Wed Nov 13, 2024 4:47 am
Forum: Outdated/Not implemented
Topic: Items held by the inserters shouldn't spoil.
Replies: 7
Views: 674

Re: Items held by the inserters shouldn't spoil.

I think preventing items from spoiling in inserters' hands is a good idea, but their spoilage level should still drop all the way to zero. That way the inserter can still always successfully insert the item, but it will spoil immediately in the target inventory. That's fine, because that would happe...
by AntiBlueQuirk
Wed Nov 13, 2024 2:44 am
Forum: Ideas and Suggestions
Topic: Ghost cursor should show available item count
Replies: 1
Views: 99

Ghost cursor should show available item count

TL;DR When you have a ghost building (or module or item) in your cursor, the number of available items in logistics storage should be shown. What? When you're building a ghost, or inserting ghost items, it would be nice if the cursor showed how many items were available, like it does when you have ...
by AntiBlueQuirk
Thu Nov 07, 2024 2:28 pm
Forum: Bug Reports
Topic: [2.0.11] Drive remotely then going forward and backward in history loads wrong map
Replies: 1
Views: 121

Re: [2.0.11] Drive remotely then going forward and backward in history loads wrong map

I just discovered this under the exact same conditions, and can reproduce it the same way: Be on Gleba, remote control a tank on Nauvis, "esc" from remote view, open remote view (on Gleba now), go back, go back. (I'm sure the particular planets are not important though.)
by AntiBlueQuirk
Tue Nov 05, 2024 4:50 am
Forum: Ideas and Suggestions
Topic: Show radar coverage in map view
Replies: 11
Views: 1217

Re: Show radar coverage in map view

This feels like a much bigger deal now that Space Age is out and you can do so much through the Remote View now. I almost filed a bug report because I swear it used to show radar range on the map. But no, it's always been only on the minimap.
by AntiBlueQuirk
Sun Nov 03, 2024 3:01 am
Forum: Resolved Problems and Bugs
Topic: [2.0.13] You can (try to) drag wire between surfaces
Replies: 1
Views: 674

[2.0.13] You can (try to) drag wire between surfaces

What did I do? What happened? In the Remote view, activate a wire tool, any will do, and click on a pole to start wiring it. Now switch surfaces. The wire tool does not stop working as it probably should, and instead shows a preview wire from original pole's would-be position on the new surface. For...
by AntiBlueQuirk
Sun Oct 27, 2024 8:40 pm
Forum: Won't fix.
Topic: [2.0.11] Rail planner sometimes produces impossible rail paths
Replies: 4
Views: 566

Re: [2.0.11] Rail planner sometimes produces impossible rail paths

I have an idea. Checking self collision for solutions while pathfinding is not possible for performance reasons, but would it be possible to check the final proposed solution for self collisions? Like, just turn the ghosts red where they would fail to place? That would keep the game from misleading ...
by AntiBlueQuirk
Sun Oct 27, 2024 8:35 pm
Forum: Won't fix.
Topic: [2.0.11] Rail planner sometimes produces impossible rail paths
Replies: 4
Views: 566

Re: [2.0.11] Rail planner sometimes produces impossible rail paths

I had a feeling it might be something like that. Pathfinding is a hard problem. It does only seem to happen when the rail planner is getting really desperate anyway. I'm pretty sure the path I'm trying to solve there doesn't have a good solution. (I've been tweaking this intersection for quite a whi...
by AntiBlueQuirk
Sun Oct 27, 2024 8:23 pm
Forum: Won't fix.
Topic: [2.0.11] Rail planner sometimes produces impossible rail paths
Replies: 4
Views: 566

[2.0.11] Rail planner sometimes produces impossible rail paths

I've noticed that sometimes the rail planner, at least in ghost mode (holding shift) will sometimes produce impossible rail paths, and I've found a particularly bad example. I'd never want to build the following path anyway, but I'm pretty sure the rail planner shouldn't be suggesting paths that can...
by AntiBlueQuirk
Thu Oct 24, 2024 10:15 pm
Forum: Not a bug
Topic: [2.0.10] Selector Combinator "Select Index" mode is difficult to use with signal-based index
Replies: 2
Views: 424

Re: [2.0.10] Selector Combinator "Select Index" mode is difficult to use with signal-based index

I think you are correct. I took another look at my circuit and finally figured out a better way to route the signals, and can confirm that the index signal is properly removed from the signal frame before indexing. I think I was mixing it up with another errant signal that had gotten mixed in. My mi...
by AntiBlueQuirk
Thu Oct 24, 2024 5:06 pm
Forum: Not a bug
Topic: [2.0.10] Selector Combinator "Select Index" mode is difficult to use with signal-based index
Replies: 2
Views: 424

[2.0.10] Selector Combinator "Select Index" mode is difficult to use with signal-based index

The Selector Combinator's "Select Index" mode picks a signal out of the input signals using an index to determine which signal to select. Normally, this index is the constant 0, but you can also use an input signal as the index. This causes a problem though, because now your "index si...
by AntiBlueQuirk
Sun May 02, 2021 11:18 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Structures
Replies: 99
Views: 115145

Re: [MOD 0.14] AAI Programmable Structures

This has been mentioned in a few places, but I wanted to document it more fully. There's a bug when this mod is combined with YARM. YARM creates "fake ores" to show the resources when you're using a resource scanner. Tile scanners return the fake ore from YARM instead of the normal resourc...
by AntiBlueQuirk
Sat Mar 16, 2019 1:18 pm
Forum: Ideas and Suggestions
Topic: Circuit Recorder (or graph window API)
Replies: 6
Views: 3248

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: 36512

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: 1079

[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: 68
Views: 28236

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: 68
Views: 28236

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: 85368

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: 3248

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: 3248

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 bo...
by AntiBlueQuirk
Sat Nov 24, 2018 12:44 am
Forum: Ideas and Suggestions
Topic: Circuit Recorder (or graph window API)
Replies: 6
Views: 3248

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...

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