Search found 17 matches

by kajacx
Fri Jun 21, 2024 12:23 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 461
Views: 63996

Re: Friday Facts #416 - Fluids 2.0

This is a great change. I hate having to put pumps everywhere to transfer any non-trivial amounts of fluids. The realism "lost" isn't really a lost, since the fluid would get there eventually, so what difference does it make if it will appear there a minute or so earlier when the factory w...
by kajacx
Fri Jun 21, 2024 12:16 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 461
Views: 63996

Re: Friday Facts #416 - Fluids 2.0

Now that fluids are being updated, what about the temperature gimmick? I call it a gimmick because only steam makes use of it and is being produced and processed by completely different machines. It might as well be a different fluid altogether. I think it would be interesting if, for example, we h...
by kajacx
Mon Jun 17, 2024 1:11 pm
Forum: Ideas and Suggestions
Topic: Please Make Science Packs Less Abstract
Replies: 12
Views: 2478

Re: Please Make Science Packs Less Abstract

I've heard that you lose very tiny amount of progress when not at full power. I guess that makes sence, as long as the labs consume, say, 56% of the science for 56% percent of the result, when at 56% power. The rounding errors could give or take tiny amounts of science progress. One way to fix this ...
by kajacx
Mon Jun 17, 2024 12:57 pm
Forum: General discussion
Topic: Enable replay mid-game?
Replies: 8
Views: 6799

Re: Enable replay mid-game?

This is a huge oversight from the devs. You should be able to enable replay on an existing save with a single click of a button in the menu, which would save the current game state and start recording inputs from there, allowing for replay from that point onward. I've heard about the "export as...
by kajacx
Wed Jun 12, 2024 6:12 pm
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 39
Views: 7806

Re: Copy and paste modules

@OP : If you think your post is close enough from the post about the superimposition (on the issue you want to solve), I'll be happy to merge both, to keep them together. It seems that the other post is a subset of this post, since this post is about BOTH copying settings and pasting a blueprint, w...
by kajacx
Wed Jun 12, 2024 1:35 pm
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 39
Views: 7806

Re: Copy and paste modules

I know many are not bothering to search, but just thinking of possibilities, here. I did bother to search, but it seems the title of that post changed since I linked it? Or I copy-pasted wrong post title, which is also possible. There is also the Superimposing moduled blueprint onto unmoduled entit...
by kajacx
Wed Jun 12, 2024 9:50 am
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 39
Views: 7806

Copy and paste modules

TL;DR Enable copy-pasting modules together with recipes from one machine to another machines and when pasting blueprints. What ? Copy modules together with recipes when copy-pasting settings or when pasting a blueprint. When copy-pasting settings in person, the modules can be inserted from the play...
by kajacx
Sat Jun 01, 2024 11:42 am
Forum: Ideas and Suggestions
Topic: Create module request when placing ghost over existing building
Replies: 39
Views: 7806

Copy and paste modules

TL;DR Copy-pasting a machine recipe should also copy it's modules. What ? When you copy a recipe from one machine to another, you almost always want to copy the modules as well. When in-person, the modules can be inserted from the player's inventory. When pasting a blueprint or in radar view, pasti...
by kajacx
Sat Jun 01, 2024 11:29 am
Forum: Implemented in 2.0
Topic: Dynamic train stop priorities
Replies: 1
Views: 308

Dynamic train stop priorities

TL;DR Train stop priorities introduced in FFF 395 are great, but it would be even better if they would be settable from the circuit network. What ? Make the train stop priority be settable from the circuit network, similar to how "disable train stop" is, for example. Except instead of a c...
by kajacx
Mon Mar 04, 2024 6:46 pm
Forum: Implemented for 2.0
Topic: Export currently held blueprint library object to item
Replies: 18
Views: 5136

Re: Export currently held blueprint library object to item

That's nice to hear. This is a bit of an XY problem, where the real problem is that there is no (easy) way to read "built" entities when using a blueprint. You can read the entities in the blueprint, then see its size, it's orientation and flipping, and then work everything out yourself, b...
by kajacx
Fri Jan 19, 2024 2:00 pm
Forum: News
Topic: Friday Facts #394 - Assembler flipping and circuit control
Replies: 134
Views: 29335

Re: Friday Facts #394 - Assembler flipping and circuit control

Every building should be flipable. If you can't flip pumpjack because their connections are wierd AF, just change it so that it can be flipped. There is not much practical use for reusing blueprints with pumpjacks, but what's the alternative? Keep the horrible design for the end of time?
by kajacx
Fri Jan 05, 2024 4:37 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 134
Views: 32139

Re: Friday Facts #392 - Parametrised blueprints

This is great! Setting up trait stops in "grid based" train bases has always been a pain, and this looks like it will (mostly) solve it. I say "mostly" because I don't see how you can set a train station color based on the item selected. Also, it would be nice if you could use &q...
by kajacx
Sat Oct 14, 2023 2:30 pm
Forum: News
Topic: Friday Facts #380 - Remote view
Replies: 183
Views: 40117

Re: Friday Facts #380 - Remote view

Awesome, this is going to be even better than the satellite view in Space Exploration, I'm really impressed. One last thing to address is copying modules. In the screenshot, there are several machines doing the same thing and the video only changes modules in one of them, and in reality you want to ...
by kajacx
Fri Oct 06, 2023 12:42 pm
Forum: News
Topic: Friday Facts #379 - Abstract rewiring
Replies: 153
Views: 34760

Re: Friday Facts #379 - Abstract rewiring

You can not red wire something from the map, but you could take a blueprint of it, wire it locally, then place the blueprint back over the top, and the wires would magically change. Thats just frustrating and annoying. Yes finally the devs are addressing this. Please don't stop with the wire connec...
by kajacx
Fri Sep 01, 2023 12:44 pm
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 210
Views: 54044

Re: Friday Facts #374 - Smarter robots

Very cool to see these improvements. The "logistic request" on the roboport for robots is a godsend, will it work for repair packs too? One more thing that needs improving but wasn't mentioned is robot recharching in general. I have seen countless times robots fly toward their destination,...
by kajacx
Sun Jan 16, 2022 2:47 pm
Forum: Modding interface requests
Topic: Add event for placing a blueprint over an entitiy
Replies: 0
Views: 687

Add event for placing a blueprint over an entitiy

TL;DR Add a new event ( on_entity_blueprint_replace or something), that would be triggered when "pasting" over an entity with a blueprint. What ? The event should have, most importantly, the BlueprintEntity that is being pasted, and the existing LuaEntity that is being "replaced"...
by kajacx
Sun Jan 16, 2022 2:02 pm
Forum: Implemented for 2.0
Topic: Export currently held blueprint library object to item
Replies: 18
Views: 5136

Re: Export currently held blueprint library object to item

Very much agree. I need to read if the currently held blueprint is absolutely positioned or not. There already is a property on the player https://lua-api.factorio.com/next/LuaPlayer.html#LuaPlayer.blueprint_to_setup , but it is nil in the on_pre_build event when player is building from a blueprint ...

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