Search found 199 matches

by Sad_Brother
Fri Jan 15, 2021 6:33 am
Forum: Ideas and Suggestions
Topic: Belt Labels
Replies: 17
Views: 3443

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
Tue Jan 12, 2021 11:03 am
Forum: Ideas and Suggestions
Topic: Disallow power poles to be automatically placed over ghosts
Replies: 15
Views: 646

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
Replies: 52
Views: 6421

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
Replies: 52
Views: 6421

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: 317

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: 14
Views: 611

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: Ideas and Suggestions
Topic: Hotkey to replace existing structures with blueprint
Replies: 60
Views: 8014

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: 1035

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: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 93
Views: 8481

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: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 93
Views: 8481

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: 345

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: Ideas and Suggestions
Topic: Auto rotate when placing over a ghost to match the ghost's rotation
Replies: 9
Views: 464

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 ...
by Sad_Brother
Wed Nov 18, 2020 5:46 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 39
Views: 6979

Re: Circuit network connections for splitters

And you do not want several item filter?
by Sad_Brother
Tue Nov 17, 2020 8:07 pm
Forum: Ideas and Suggestions
Topic: Auto rotate when placing over a ghost to match the ghost's rotation
Replies: 9
Views: 464

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

No. It would be quite huge buff allowing easier blueprint placement without construction bots. Ghosts are for construction robots for placement and any help for player here would make them less useful. Robot less useful? IMHO it would be "robot start" mods less useful. This suggestion kee...
by Sad_Brother
Tue Nov 17, 2020 4:52 pm
Forum: Ideas and Suggestions
Topic: Circuit network connections for splitters
Replies: 39
Views: 6979

Re: Circuit network connections for splitters

I'd love to see this feature added AND splitter filtering be locked behind the filter inserter tech. Agree. For example: no filtering for yellow splitter red splitter with one filter as now. (even if not after filter inserter, green circuit in the recipe as well) blue splitter with two-four item fi...
by Sad_Brother
Sat Nov 14, 2020 7:47 am
Forum: Ideas and Suggestions
Topic: Keep Equipment Grid Button
Replies: 9
Views: 468

Re: Keep Equipment Grid Button

Would it be better to forbid to unequip armor without inventory screen open?
by Sad_Brother
Fri Nov 13, 2020 7:53 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 52283

Re: Friday Facts #363 - 1.1 is getting close

Serenity wrote: ↑
Fri Nov 13, 2020 7:43 pm
That nuclear = green glow look is extremely stereotypical and was very exaggerated.
It's nice even if not realistic.
by Sad_Brother
Fri Nov 13, 2020 6:20 pm
Forum: News
Topic: Friday Facts #363 - 1.1 is getting close
Replies: 178
Views: 52283

Re: Friday Facts #363 - 1.1 is getting close

Insreter GUI... Expose "in hand" and "fuel" inventory slot here. List of logic connections would have nice place here. And, please, give out status as a logic signal (color). Character tab... The color selection can be done by coloring armor like spidertron. And let us give armor...

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