Search found 510 matches
- Sun Feb 18, 2024 9:12 am
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 2218
Re: Player Inventory Width Setting/Value
Seems more like a good argument for allowing UI/client-side only modding, because I can almost guarantee this won't be the last thing that someone can think of where one person might want one thing changed in the UI whereas someone else doesn't. Actually good colour-blind settings spring instantly ...
- Sat Feb 17, 2024 10:19 am
- Forum: Ideas and Suggestions
- Topic: Compound Buildings: Upgrade through Placement
- Replies: 3
- Views: 436
Re: Compound Buildings: Upgrade through Placement
As you mention "either as a vanilla feature or added through a mod", I feel like this might already be possible. I haven't really looked, mind you, but there is at least the on_pre_build event that could be used for this. I don't know if this covers everything or if there are other simila...
- Sat Feb 17, 2024 10:17 am
- Forum: Ideas and Suggestions
- Topic: Player Inventory Width Setting/Value
- Replies: 17
- Views: 2218
Re: Player Inventory Width Setting/Value
Also, the best inventory width for a person will depend on their monitor aspect ratio and resolution.
- Wed Feb 14, 2024 4:49 pm
- Forum: Ideas and Suggestions
- Topic: Circuit network connections for splitters
- Replies: 44
- Views: 18666
Re: Add circuit controls to splitters
I really wanted to control my splitter with combinator circuits before for the mixed bus and randomly placed assembler cells. I had to use inserters instead, but it was ugly and I would have much preferred controlling splitters instead. This would let us do some really cool stuff with multibus setu...
- Mon Feb 12, 2024 11:52 pm
- Forum: Ideas and Suggestions
- Topic: The emoji/icon button needs a keybind
- Replies: 2
- Views: 441
Re: The emoji/icon button needs a keybind
The mess of relocating your mouse hand is why I don't include text in my stations names anymore.
I just use logi chest icons to say what type of station it is, which makes almost every station name just two symbols.
I just use logi chest icons to say what type of station it is, which makes almost every station name just two symbols.
- Sat Feb 10, 2024 8:36 pm
- Forum: Implemented Suggestions
- Topic: Rollback Netcode?
- Replies: 7
- Views: 938
Re: Rollback Netcode?
Factorio does use something like this; they call it latency hiding. And due to the way the engine works, you can't avoid lag when using it with anything that interacts with an inserter. It's really clean with the engineer unless you're F-ing a belt or swiping machines. But vehicles interact with in...
- Sat Feb 10, 2024 8:32 pm
- Forum: Ideas and Suggestions
- Topic: add new signal RGB (Friday Facts #388)
- Replies: 24
- Views: 1895
Re: add new signal RGB (Friday Facts #388)
Voting to trust the colour nerds on this.
But also give us an option for RGB, because familiarity has value, even if it's a bad system.
But also give us an option for RGB, because familiarity has value, even if it's a bad system.
- Tue Feb 06, 2024 10:54 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 139
- Views: 43632
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
The scanner for Recursive Blueprints+ provides a solution I think is superior. It can do any area (up to a max size), anywhere. And it can be configured with signals in many different ways to filter the output. And it doesn't affect UPS when not in use, it only scans for one tick when you tell it t...
- Tue Feb 06, 2024 8:54 am
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 139
- Views: 43632
Re: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
(*) the problem is, that the roboports overlap on construction range. So it is not just adding an extra list “roboport -> constructions within this roboport”. This would add constructions, that exists in two or more roboports, you would count them twice or more and need to filter out those doublett...
- Mon Feb 05, 2024 8:38 am
- Forum: Ideas and Suggestions
- Topic: Circuit Network Bounding Box
- Replies: 3
- Views: 429
Re: Circuit Network Bounding Box
Very good idea.
Best example immage is a vertical wire. Impossible to see which of the entities in the line its connected to.
Best example immage is a vertical wire. Impossible to see which of the entities in the line its connected to.
- Sun Feb 04, 2024 5:25 pm
- Forum: Ideas and Suggestions
- Topic: add support for newer codecs
- Replies: 8
- Views: 752
Re: add support for newer codecs
Did you miss the massive thing where Unity tried to retroactively change its license agreement? And which license is it under? Because the link you gave only said "royalty-free" which leaves a whole heap of nasty stuff open. the format and algorithms of JPEG XL are standardized as ISO 181...
- Sun Feb 04, 2024 9:52 am
- Forum: Ideas and Suggestions
- Topic: add support for newer codecs
- Replies: 8
- Views: 752
Re: add support for newer codecs
Pretty sure people will be sceptical of JPEG formats after what happened with Unity. Why? JPEG XL is FOSS and royalty-free, how is this related to Unity at all? Did you miss the massive thing where Unity tried to retroactively change its license agreement? And which license is it under? Because the...
- Sat Feb 03, 2024 4:36 pm
- Forum: Ideas and Suggestions
- Topic: add support for newer codecs
- Replies: 8
- Views: 752
Re: add support for newer codecs
Pretty sure people will be sceptical of JPEG formats after what happened with Unity.
- Mon Jan 29, 2024 11:44 pm
- Forum: Ideas and Suggestions
- Topic: Improve inserter circuit network counting control when picking up from belts
- Replies: 3
- Views: 441
Re: Improve inserter circuit network counting control when picking up from belts
I can't even see what use cases this would be useful for that aren't completely handled by setting the stack size override.
- Mon Jan 29, 2024 12:56 pm
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 9
- Views: 892
Re: Automatically / optionally update mods and exit
So what you want is a utility that updates mods without hogging your screen? That's not what I understand. What I understand is : Give us the choice to update mods upon quitting the game, so that it's possible to update mods without having to start the game twice. Something like "update mods a...
- Mon Jan 29, 2024 8:45 am
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 9
- Views: 892
Re: Automatically / optionally update mods and exit
What's wrong with the current system, where you have to open up the mod menu and press a button to update mods and then you can either close or restart? My pet peeve is that there is only one option after you update mods: restart. There is no quit option. I prefer to check for mod updates before I ...
- Sun Jan 28, 2024 1:51 am
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 9
- Views: 892
Re: Automatically / optionally update mods and exit
What's wrong with the current system, where you have to open up the mod menu and press a button to update mods and then you can either close or restart? What possible benefit does this give? Especially for people playing long-form modpacks like Seablock or Space Exploration, where updating the mods ...
- Sat Jan 27, 2024 6:17 pm
- Forum: Ideas and Suggestions
- Topic: Automatically / optionally update mods and exit
- Replies: 9
- Views: 892
Re: Automatically / optionally update mods and exit
Automatic updates are a bad thing.
Always know what updates you are applying, and why.
Always know what updates you are applying, and why.
- Sat Jan 27, 2024 6:16 pm
- Forum: Ideas and Suggestions
- Topic: Container free space signal
- Replies: 34
- Views: 8447
Re: Make chest connected to networks output Fullness percentage
Only way this could work is a "number of occupied/empty slots".
Anything else becomes useless as soon as you have two items with different stack sizes in the same chest.
Anything else becomes useless as soon as you have two items with different stack sizes in the same chest.
- Fri Jan 26, 2024 8:13 pm
- Forum: Ideas and Suggestions
- Topic: "Requires Mod" Blueprint parameter
- Replies: 8
- Views: 897
Re: "Requires Mod" Blueprint parameter
I think the suggestion of making sure any needed mods are installed couldn't work sensibly because you use a blueprint within a game, but mod changes must be outside a game. I'm also not sure the game can necessarily tell which mods are required for a given blueprint to work as intended, and it's d...