Search found 84 matches

by Darinth
Fri Dec 14, 2018 4:34 pm
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 15
Views: 253

Re: When mining drills run out of expected resources, they should mark themselves for deletion

And honestly I wouldn't want my inventory getting cluttered with the potentially hundreds of mining drills and their upgrades. Why would your inventory get cluttered up by this? wouldn't it go to the storage chests of your outpost's roboport network? I see where you're coming from, but I generally ...
by Darinth
Fri Dec 14, 2018 4:29 pm
Forum: Ideas and Suggestions
Topic: Load modules from directories without version
Replies: 10
Views: 182

Re: Load modules from directories without version

So... while I still like the idea of providing a method to override the requirement for modders, I do at least want to do what I can to resolve your immediate issues bob. I think you'd be well served by the use of symlinks and a build process of some kind. A symlink is a folder that, for most intent...
by Darinth
Thu Dec 13, 2018 4:21 pm
Forum: Ideas and Suggestions
Topic: Better compression for savegames
Replies: 15
Views: 236

Re: Better compression for savegames

I also want the Steam version to sync savefiles to Steam more often. A lot of times I will play on my desktop, save, exit game, and shutdown computer and the next day my laptop only has savefiles from like weeks ago. My base instinct is that this isn't something Wube can control. I think that this ...
by Darinth
Thu Dec 13, 2018 2:25 pm
Forum: Ideas and Suggestions
Topic: Better compression for savegames
Replies: 15
Views: 236

Re: Better compression for savegames

My only concern for this would be 'amount of time to implement'. The initial save functionally requires a game pause to get all of the data from one 'frame' of the game written to a file. Once it's written to a file, there's no reason that a background process can't operate to do fairy high level of...
by Darinth
Thu Dec 13, 2018 2:11 pm
Forum: Ideas and Suggestions
Topic: Load modules from directories without version
Replies: 10
Views: 182

Re: Load modules from directories without version

As an FYI, symlinks work perfectly fine in windows. They've been available since windows 7 (maybe vista, but I know fully functional symlinks are available in 7). There's not even a need to remake them when changing version numbers, windows allows for renaming of symlinks in file explorer. With that...
by Darinth
Thu Dec 13, 2018 2:05 pm
Forum: Ideas and Suggestions
Topic: When mining drills run out of expected resources, they should mark themselves for deletion
Replies: 15
Views: 253

Re: When mining drills run out of expected resources, they should mark themselves for deletion

Have to repeat and support the same point of view a lot of people have. I think this would cause a bunch of issues for the average player. It seems pretty straight forward, but I already get annoyed on the occasion that bots fly off to repair a turret that has taken 2 damage as I'm riding by. And ho...
by Darinth
Thu Dec 13, 2018 1:58 pm
Forum: Ideas and Suggestions
Topic: Beacon on/off via circuit network
Replies: 8
Views: 832

Re: Beacon on/off via circuit network

I don't think that the fear of 'if we add it to this, it has to be added to everything' is a particularly well founded fear. A quick look through the list of buildings and the only thing that stuck out to me that I could even imagine any kind of benefit from this feature would be beacons and *maybe*...
by Darinth
Thu Dec 13, 2018 1:42 pm
Forum: Ideas and Suggestions
Topic: Logistically discarding items that are also requested should decrease the requested quantity
Replies: 2
Views: 70

Re: Logistically discarding items that are also requested should decrease the requested quantity

Currently the implementation is exactly as the OP describes it. If I have 1000 iron plates and have setup a logistics request for them, and I put them in my logistics trash slots... my robots come and take that 1000 plates from my logistics trash, but the logistics request remains in place... and my...
by Darinth
Thu Dec 13, 2018 1:37 pm
Forum: Ideas and Suggestions
Topic: Allow Drop command (Z) to insert into buildings
Replies: 1
Views: 58

Re: Allow Drop command (Z) to insert into buildings

The only problem that this runs into is if there's a gap between buildings. This would result in modules all over the ground if you just hold down z and run down the set of buildings. Since the only practical use I ever ran into for wanting this kind of feature was with modules, and the insert-half-...
by Darinth
Tue Dec 11, 2018 4:35 pm
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 18
Views: 1006

Re: Notifications System

I think PacifyerGrey has the right idea. I think every game alert should probably go through a central API. A single function call that passes in all of the needed parameters (or a table with all of the needed data). I think his API is perhaps a bit too cumbersome and opens up some really terrible p...
by Darinth
Tue Dec 11, 2018 3:48 pm
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 18
Views: 1006

Re: Notifications System

your research notifications are only active for the moment they're complete and would thus stay on your screen whatever number of seconds this is set to, and then they disappear off your screen and go into your logs automatically. I disagree. I think research notifications should stay there until d...
by Darinth
Tue Dec 11, 2018 1:32 pm
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 18
Views: 1006

Re: Notifications System

I feel like sensible, non-intrusive default for notifications are important. I think *every* message should disappear into a log after x number of seconds of no longer being 'active'. So... your research notifications are only active for the moment they're complete and would thus stay on your screen...
by Darinth
Mon Dec 10, 2018 2:32 pm
Forum: Ideas and Suggestions
Topic: Organize saves into folders by game/world
Replies: 21
Views: 1704

Re: Group savegames

It's one of those little things that I wanted as well.
by Darinth
Mon Dec 10, 2018 2:05 pm
Forum: Ideas and Suggestions
Topic: Moving and transporting full chests
Replies: 9
Views: 773

Re: Moving and transporting full chests

Inserters, bots, and cars/tanks can simplify the process under a lot of circumstances, but not all. The handtruck idea that turns a chest into a vehicle you can drive somewhere and then turn back into a chest is IMO non-game-breaking, and sounds like it'd have a reasonable implementation time. Not c...
by Darinth
Fri Dec 07, 2018 2:19 pm
Forum: Ideas and Suggestions
Topic: Train related alerts
Replies: 1
Views: 62

Re: Train related alerts

No path errors and trains out of fuel on automatic mode both seem like obvious candidates for alerts. I feel like I'd want to hear from some of the more train-centric individuals who do things like custom circuit-controlled signalling before saying that having trains alert if they've been waiting fo...
by Darinth
Wed Dec 05, 2018 5:03 pm
Forum: Ideas and Suggestions
Topic: Modules for Radars
Replies: 10
Views: 711

Re: Modules for Radars

Honestly and simply: Do want. Seems like a relatively simple change, and it always tended to be a minor annoyance that there was no way to improve radars.
by Darinth
Mon Dec 03, 2018 2:51 pm
Forum: Ideas and Suggestions
Topic: Poll: Offshore Pump Should Need Energy
Replies: 115
Views: 9642

Re: Poll: Offshore Pump Should Need Energy

I'd have to honestly say that I'd rather that the current system simply be left intact as is. Yes, it's unrealistic, but I don't see a benefit to the change. The only change that I've seen suggested that I don't think would be particularly annoying would be to make the current pump able to both act ...
by Darinth
Mon Dec 03, 2018 2:22 pm
Forum: Ideas and Suggestions
Topic: Find your next dead train
Replies: 2
Views: 109

Re: Find your next dead train

At the end of https://factorio.com/blog/post/fff-212 they talk about the ability to create temporary train stops that could be used to summon trains. While it doesn't solve all of your issues, the ability to summon a supply train out to your location (which presumably would at a minimum arrive with ...
by Darinth
Wed Nov 28, 2018 3:19 pm
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 53
Views: 3060

Re: Optimize Drone Movement

Actually... as long as they're going to an immobile location and are able to reach their destination... there's not even actually a reason to add those events to the queue... you know factually that they'll never fire and would need to be removed later. If you know the drone will reach it's destina...
by Darinth
Tue Nov 27, 2018 4:54 pm
Forum: Outdated/Not implemented
Topic: Optimize Drone Movement
Replies: 53
Views: 3060

Re: Optimize Drone Movement

Actually... as long as they're going to an immobile location and are able to reach their destination... there's not even actually a reason to add those events to the queue... you know factually that they'll never fire and would need to be removed later. If you know the drone will reach it's destinat...

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