Search found 205 matches

by Sad_Brother
Wed Nov 15, 2023 8:37 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 294
Views: 24391

Re: Friday Facts #384 - Combinators 2.0

As we speak about Combinators and constants... Sometime we need to know current value of game constants to tune factory better. The best example seems to be the stack inserter item limit. It increase with proper research and so we cannot hardcore it. Please add some ability to use current value of s...
by Sad_Brother
Sun Nov 12, 2023 8:46 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 294
Views: 24391

Re: Friday Facts #384 - Combinators 2.0

On top, you probably didnt think about new players. The new menu looks intimidating right at begining. When new player connect first wire and see massive menu with all the buttons, natural reaction is - run away. Would you cosider combinatioin of old (minimalistic on start) method AND the new linke...
by Sad_Brother
Sun Nov 12, 2023 9:32 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 294
Views: 24391

Re: Friday Facts #384 - Combinators 2.0

On top, you probably didnt think about new players. The new menu looks intimidating right at begining. When new player connect first wire and see massive menu with all the buttons, natural reaction is - run away. Would you cosider combinatioin of old (minimalistic on start) method AND the new linke...
by Sad_Brother
Sat Nov 11, 2023 11:44 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 294
Views: 24391

Re: Friday Facts #384 - Combinators 2.0

Another idea: allow circuit signals to enable/disable splitters, set filters (but not which side is the filtered output) and read contents. Alternatively, have both sides of the splitter have different inputs and outputs for more control. I would also like to see similar controls on underground bel...
by Sad_Brother
Fri Nov 10, 2023 8:27 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 294
Views: 24391

Re: Friday Facts #384 - Combinators 2.0

Great Thanks! But why is Arithmetic Combinator 2.0 cannot work like GreenSignal / RedSignal ? It would be useful. Also ability to have something like GreenMinusRed on input side would be useful for some schemes. Yet another Combinator add yet another tick of time. I hope Green / Red would be also se...
by Sad_Brother
Sun Jun 25, 2023 8:13 pm
Forum: Ideas and Suggestions
Topic: perspective steering
Replies: 8
Views: 1037

Re: perspective steering

The ability to set the jeep controls so that hitting left goes left of screen (either turning to the left of screen, or going backwards if it is facing right of screen), rather than left of the vehicle. As far as I know there are three movement types in Factorio. Fourth is Train, but it is on rails...
by Sad_Brother
Fri Jan 15, 2021 6:33 am
Forum: Ideas and Suggestions
Topic: Belt Labels
Replies: 17
Views: 7226

Re: Belt Labels

Kyralessa wrote: ↑
Wed Jan 13, 2021 7:27 am
A belt could carry a lot of different things. How many labels would it need?
I prefer right and left labels shown on belt's input side.
Each belt piece could be set with one or two labels so if you want several labels, use several belt pieces.
by Sad_Brother
Fri Jan 15, 2021 6:22 am
Forum: Ideas and Suggestions
Topic: New Feature: Allow reordering logistics requester slots
Replies: 43
Views: 14606

Re: change request location instead of 'a request for this item already exists'

But this suggestion allow to change location easily.
by Sad_Brother
Tue Jan 12, 2021 11:03 am
Forum: Ideas and Suggestions
Topic: Disallow power poles to be automatically placed over ghosts
Replies: 15
Views: 2901

Re: Disallow power poles to be automatically placed over ghosts

5thHorseman wrote: ↑
Mon Jan 11, 2021 11:53 pm
you can't place a n->s inserter over a ghost of a s->n inserter.
I prefer to place s->n inserter in this case. I.e. use ghost's orientation.
by Sad_Brother
Sat Dec 05, 2020 5:25 pm
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 67
Views: 18903

Re: Option to disable no-power flashing

Hm. Really. That is bad.

As I see "no input" is "starving", while "no output" is "done".

But that is dev's design, ofc.
by Sad_Brother
Sat Dec 05, 2020 5:13 pm
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 67
Views: 18903

Re: Option to disable no-power flashing

Optera wrote: ↑
Sat Dec 05, 2020 7:24 am
Ideally we'd get an indicator light on machinery like the new mining drills have.
Green: operating normal
Red: missing ingredient or output full
Yellow: no power
Yellow as no output is better.
it is too helpful to distinguish in and out problems.

Why not blue as off because of no power?
by Sad_Brother
Sat Dec 05, 2020 10:34 am
Forum: Ideas and Suggestions
Topic: Resize Right hand UI
Replies: 5
Views: 1342

Re: Resize Right hand UI

Guenni7 wrote: ↑
Fri Dec 04, 2020 3:30 am
to get an idea what is missing (the -x items)
Is it easier to give this job to combinators? I think so.
by Sad_Brother
Sat Dec 05, 2020 10:27 am
Forum: Ideas and Suggestions
Topic: Splitter GUI, clickable graphical priorities
Replies: 17
Views: 3886

Re: Splitter GUI, clickable graphical priorities

+1. I do not mistake on splitters usually but this looks good.
by Sad_Brother
Fri Dec 04, 2020 7:54 pm
Forum: Implemented in 2.0
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 33549

Re: Force (Shift) Blueprint placement improvements

When I use BP most often cases are: 1.Put it here if it fit 2.Put it here it should work and some options like repeating, connecting, landfilling etc. First case good as is. Without shift. Second case internally involve "remove anything preventing, but place only if it possible". Now shift...
by Sad_Brother
Tue Nov 24, 2020 2:50 pm
Forum: Ideas and Suggestions
Topic: Editing in map view
Replies: 12
Views: 4024

Re: Editing in map view

When outside of the character reach-range, clicking on an entity that has an interface should bring it up in "view-only" mode. In this mode, settings cannot be changed and inventories cannot be accessed, only viewed. If the entity is in roboport construction range, allow settings to be ma...
by Sad_Brother
Sat Nov 21, 2020 9:23 pm
Forum: Outdated/Not implemented
Topic: Set chain signals to red via circuit network
Replies: 95
Views: 23508

Re: Set chain signals to red via circuit network

This is not a garbage. But in your eyes it is. I can live without it. But prefer it be. I can change the rail signal. But which? Chain signal can get their state from different and I have no means to find one. There are many things in universe which are unintuitive and even counter-intuitive. But th...
by Sad_Brother
Sat Nov 21, 2020 6:04 pm
Forum: Outdated/Not implemented
Topic: Set chain signals to red via circuit network
Replies: 95
Views: 23508

Re: Set chain signals to red via circuit network

why does it have to be something to change in the base game Because in other case game would not evolve. This forum is full of things suggested by players to developers. For example this thread is about weird looking situation about railway signals. Fix for it would be useful but developers said it...
by Sad_Brother
Thu Nov 19, 2020 4:40 pm
Forum: Ideas and Suggestions
Topic: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory
Replies: 4
Views: 1503

Re: Health/Shield/Battery bars above quick bars or character/vehicle quick inventory

Hexicube wrote: ↑
Thu Nov 19, 2020 12:13 am
Ideally the bars would also have little icons to state what they represent (plus symbol for health, for instance).
Different colors to not misread it.

For now health/shield hidden if full iirc. What would be now?

Also. Would player's shield cover vehicle? Wasted resource?
by Sad_Brother
Wed Nov 18, 2020 5:56 pm
Forum: Outdated/Not implemented
Topic: Auto rotate when placing over a ghost to match the ghost's rotation
Replies: 10
Views: 2976

Re: Auto rotate when placing over a ghost to match the ghost's rotation

Others do make a good point though; you're not really meant to be manually building ghosts in the first place; that's what construction bots are for. Making that process easier seems a bit unbalanced. The best way to plan what where should be built is to use ghosts. And who would be meant to build ...

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