Search found 157 matches

by Sad_Brother
Sat Oct 17, 2020 9:54 am
Forum: Ideas and Suggestions
Topic: Train station priority to complement train station limits.
Replies: 9
Views: 266

Re: Train station priority to complement train station limits.

Why use "hacky" "dummy" solution when you can allow signal to add needed penalty to the path directly? This is a separate idea in itself. What i am not sure about is if signal extra penalty value would be provided by the circuit network: when the value would be changed, some repath events would be ...
by Sad_Brother
Sat Oct 17, 2020 7:29 am
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 50
Views: 4733

Re: Conditional stations in train schedule

Firstly, to be able to use "arrival conditions" for train fueling, you would also need to be able to set a condition based on fuel. I think that is not as simple as it may first appear due to multiple locomotives (which may be facing different directions) and fuel types. Like "Fuel in any locomotiv...
by Sad_Brother
Sat Oct 17, 2020 7:14 am
Forum: Ideas and Suggestions
Topic: Train station priority to complement train station limits.
Replies: 9
Views: 266

Re: Train station priority to complement train station limits.

Current "hacky" solution is to use multiple dummy train stops in front of the target train stop to artificially increase the penalty to this train stop,... Why use "hacky" "dummy" solution when you can allow signal to add needed penalty to the path directly? Producer priority is of an issue because...
by Sad_Brother
Sat Oct 10, 2020 11:45 am
Forum: Ideas and Suggestions
Topic: [0.17.4] Add zooming functionality to the blueprint preview
Replies: 3
Views: 205

Re: [0.17.4] Add zooming functionality to the blueprint preview

Hm.
If Tips and Tricks would become so powerful and interactive as mentioned in FFF would it be possible to edit BP in that interactivity?
Just a thought.
by Sad_Brother
Sat Oct 10, 2020 11:37 am
Forum: Ideas and Suggestions
Topic: Set chain signals to red via circuit network
Replies: 73
Views: 4694

Re: Set chain signals to red via circuit network

... disabling particular entrance can be done with a regular signal followed by the chain signal without any wires. ... Yes, but if regular signal is open while chain is closed the train does step ahead and do not look more at the normal signal. Suggestion: allow a connected chain signal to be set ...
by Sad_Brother
Fri Oct 09, 2020 8:20 pm
Forum: Outdated/Not implemented
Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
Replies: 20
Views: 435

Re: Make chain signals the norm, and rail signals for experts

OT How about railway pathfinder v2.0 that would be deadlock-resistant? Please don't say it would cost many CPU and RAM, because it would work only on small factories (say, until chain signal technology researched :mrgreen:) Already implemented, direct player control of trains is very deadlock-resis...
by Sad_Brother
Fri Oct 09, 2020 3:48 pm
Forum: Outdated/Not implemented
Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
Replies: 20
Views: 435

Re: Make chain signals the norm, and rail signals for experts

McDuff wrote:
Fri Oct 09, 2020 2:50 pm
Try setting up a system with all chain signals! It's not good.
I wander how chain signals work without rail signals at all?
It seems they also look at the stations.
Does anyone know?
by Sad_Brother
Tue Sep 29, 2020 9:05 pm
Forum: Ideas and Suggestions
Topic: "Each" Signal Choice as Stack Size Control Signal
Replies: 20
Views: 1426

Re: "Each" Signal Choice as Stack Size Control Signal

By the way there is yet another case: unload list of items from the train.
by Sad_Brother
Tue Sep 29, 2020 4:49 pm
Forum: Ideas and Suggestions
Topic: "Each" Signal Choice as Stack Size Control Signal
Replies: 20
Views: 1426

Re: "Each" Signal Choice as Stack Size Control Signal

But first here is what I did: 1.) Reduce the requested material by 11 - the stack filter inserter will now only insert only items that it can load with stacksize 12 2.) If there is no request left let a cloak tick once 3.) Use the clock to tick down the stacksize AND adjust the requests accordingly...
by Sad_Brother
Sun Sep 27, 2020 7:17 pm
Forum: Ideas and Suggestions
Topic: Stack Size Virtual Value for Signals
Replies: 4
Views: 107

Re: Stack Size Virtual Value for Signals

This mod not as good as this suggestion.
by Sad_Brother
Sun Sep 27, 2020 5:56 pm
Forum: Ideas and Suggestions
Topic: Stack Size Virtual Value for Signals
Replies: 4
Views: 107

Re: Stack Size Virtual Value for Signals

... if I want to calculate #max trains for a stop, I have to divide by stack size x 40, and therefore have to set it manually on each new station. After the Spidertron (and a few mods), this is the only reason I have to go to new stations. I am not against your suggestion. But... Can you set manual...
by Sad_Brother
Mon Sep 21, 2020 3:02 pm
Forum: Ideas and Suggestions
Topic: "Each" Signal Choice as Stack Size Control Signal
Replies: 20
Views: 1426

Re: "Each" Signal Choice as Stack Size Control Signal

Technically it is possible to give each inserter single item filter and desired stack size for that item. It is possible to change filter/size each tick for inserter to take another item. It is possible to count items, taken by inserters, as already loaded. But in my opinion it is too much ineffecti...
by Sad_Brother
Fri Sep 18, 2020 5:18 pm
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3628

Re: Do not show no_power_warning icon when using power switch

What warning?
When would it show?
As a player I cannot tell.
by Sad_Brother
Fri Sep 18, 2020 3:07 pm
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3628

Re: Do not show no_power_warning icon when using power switch

Uffz. I give up. :D We only have proven, that the devs are right: there is no solution to this problem, which will satisfy everybody. :cry: :roll: And never will :( So option: Mark unpowered as intended if {one switch off|any switch off}. How about a compromise? Toggle in the switch window that wil...
by Sad_Brother
Tue Sep 15, 2020 4:33 pm
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3628

Re: Do not show no_power_warning icon when using power switch

Between power producer and consumer can be several turned off switches. And consumer still turned off by player command, not by power network disfunction. Well, it took a while for me to understand it. I try to explain it more detailed. Thanks for your efforts. My native language is not latin based...
by Sad_Brother
Mon Sep 14, 2020 4:50 pm
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3628

Re: Do not show no_power_warning icon when using power switch

ssilk wrote:
Sun Sep 13, 2020 11:23 pm
Game does not distinct players reasons but distincts if an open switch has power on one side or not.
Between power producer and consumer can be several turned off switches. And consumer still turned off by player command, not by power network disfunction.
by Sad_Brother
Sun Sep 13, 2020 10:37 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 3628

Re: Do not show no_power_warning icon when using power switch

... The game doesn't really need to know your intent, there is either available power and you decided to turn it off, or there isn't any. ... I think the point of this is, that the game needs to distinct, if a device is unpowered because there is possible/available power in a network or not. And av...
by Sad_Brother
Sat Sep 12, 2020 8:54 am
Forum: Ideas and Suggestions
Topic: "Each" Signal Choice as Stack Size Control Signal
Replies: 20
Views: 1426

Re: Set filter inserter stack size based on filter signals when control signal is blank

ssilk wrote:
Sat Sep 12, 2020 5:58 am
O.k. I take that as the confirmation that both threads request the same. :)
I'm not sparr who start merged thread. May be he would not agree.
I would better suggest special inserter for this task. No manual filters, only logic control and couple of options.
by Sad_Brother
Fri Sep 11, 2020 6:51 pm
Forum: Ideas and Suggestions
Topic: Slightly smarter inserters for trains?
Replies: 16
Views: 415

Re: Slightly smarter inserters for trains?

The train case is most important here.
Even if this check would be for trains only its useful.
by Sad_Brother
Fri Sep 11, 2020 5:33 pm
Forum: Ideas and Suggestions
Topic: Slightly smarter inserters for trains?
Replies: 16
Views: 415

Re: Slightly smarter inserters for trains?

So you are really want "do not take more than can place" option to inserters.
Should inserter block space for items, would be moved? Or else your 12 inserters would pretend for the same space.
Which inserter should take full stack? Placing on belts only?

Go to advanced search