Search found 20 matches
- Thu Nov 21, 2024 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Interrupts & temp stations; 'Return to previous station' option, or generic 'previous station' destination parameter
- Replies: 1
- Views: 107
Re: Interrupts & temp stations; 'Return to previous station' option, or generic 'previous station' destination parameter
And an alternative idea: New generic train station parameters to be used as destination stations for interrupts, such as 'previous station' and 'next station' (of the original schedule). That might also be useful for some of the interrupt conditions. Imagine checking 'at specified station', 'station...
- Thu Nov 21, 2024 4:47 pm
- Forum: Ideas and Suggestions
- Topic: Interrupts & temp stations; 'Return to previous station' option, or generic 'previous station' destination parameter
- Replies: 1
- Views: 107
Interrupts & temp stations; 'Return to previous station' option, or generic 'previous station' destination parameter
TL;DR Interrupts/Temp train stations option 'Return to previous station' (or a generic destination placeholder for any previous station) What? Manipulating train behavior for Interrupts / temp train stations with a checkbox or something: returning to the previous station instead of the next station...
- Mon Nov 11, 2024 10:00 pm
- Forum: Ideas and Suggestions
- Topic: Train wait condition 'No empty storage left' or something like that
- Replies: 11
- Views: 658
Re: Train wait condition 'No empty storage left' or something like that
Reading your post I got this idea: Same loading station, multiple unloading stations. The train normally does a schedule to check for, to load and to unload common quality, but an interrupt checks for higher quality in the train and sends the train to the other unloading station. The unloading stati...
- Mon Nov 11, 2024 12:30 pm
- Forum: Ideas and Suggestions
- Topic: Train wait condition 'No empty storage left' or something like that
- Replies: 11
- Views: 658
Re: Train wait condition 'No empty storage left' or something like that
That would fit however I just realized... this, full cargo, empty cargo, any cargo ... could all be replaced with a single % based cargo meter. Set to 95%, 100%, 0%, (>=) 1% respectively. In effect exposing the status of the green progress bar of Full Cargo as a condition itself. Honestly all condit...
- Sun Nov 10, 2024 11:30 pm
- Forum: Ideas and Suggestions
- Topic: Train wait condition 'No empty storage left' or something like that
- Replies: 11
- Views: 658
Re: Train wait condition 'No empty storage left' or something like that
How important is it to get that last iron plate? If your production is that thin, then your train is going to be waiting a LONG time anyway, so you may as well set "inactivity OR time passed", or "inactivity AND item count > N" where N is the smallest load you want the train to ...
- Sun Nov 10, 2024 11:09 pm
- Forum: Ideas and Suggestions
- Topic: Train wait condition 'No empty storage left' or something like that
- Replies: 11
- Views: 658
Re: Train wait condition 'No empty storage left' or something like that
Hmm... *brain storms* My problem with this is, that this would mean the train leaves the station just because the next (valid, insertable) item is en route and *somehow* it just decided to take a little longer that usual ... This happens all the time in my outposts. Off the top of my head, direct in...
- Sun Nov 10, 2024 9:15 pm
- Forum: Ideas and Suggestions
- Topic: Ability to craft lower quality with higher quality
- Replies: 168
- Views: 16417
Re: Ability to craft lower quality with higher quality
There is a machine in the game that can do mixed quality just fine. The science lab. You could just feed your surplus quality item into additional science production chains specifically of that quality. Surplus Steel plates might be harder to deal with, but you'd just need quality plastic and sulfur...
- Sun Nov 10, 2024 8:44 pm
- Forum: Ideas and Suggestions
- Topic: Train wait condition 'No empty storage left' or something like that
- Replies: 11
- Views: 658
Train wait condition 'No empty storage left' or something like that
TL;DR Making trains able to wait for the condition of all storage slots (40 per cargo wagon) not being empty. What? Train wait condition, like 'Full Cargo', except it specifically checks all storage slots of all wagons for not being empty instead of all them filled strictly with full item stacks. T...
- Sat Nov 09, 2024 6:00 pm
- Forum: Ideas and Suggestions
- Topic: GUI, Remote driving: Pressing 'Open inventory' (e) opens vehicle GUI instead of ghost selection
- Replies: 0
- Views: 65
GUI, Remote driving: Pressing 'Open inventory' (e) opens vehicle GUI instead of ghost selection
TL;DR Make it that the 'Open Inventory' (E) action opens the object menu GUI (of the currently remotely driven vehicle), instead of just the generic ghost selection GUI. What? When Remote Driving: Make it that the 'Open Inventory' (E) action opens the left mouse click menu (of the remotely driven v...
- Sat Nov 09, 2024 1:57 pm
- Forum: Ideas and Suggestions
- Topic: Remote driving improvements
- Replies: 4
- Views: 398
Re: Remote driving improvements
Very much agreed, and I'd also very much suggest being able to access the main menu (ESC), or more importantly, at least access the game saving and game loading screens all while remote driving (without exiting the remote view).
- Fri Jan 05, 2024 3:56 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 39089
Re: Friday Facts #392 - Parametrised blueprints
Amazing! So many opportunities to expand on it, just imagine the possibilities! A: Define specific sub-items to choose from, depending on what is selected as the top item. Equip blueprints with their own elaborate forms to fill out before placing. You could define whole trees and sub-trees full of p...
- Fri Nov 10, 2023 3:49 pm
- Forum: News
- Topic: Friday Facts #384 - Combinators 2.0
- Replies: 334
- Views: 73980
Re: Friday Facts #384 - Combinators 2.0
This is nice and all... but does this FINALLY give us a way to 'sanitize' our inputs? Specific case: I was working on making a station using LTN that would allow me to load multiple types of cargo. The problem is that LTN's station, alongside expected cargo, also dump out a whole bunch of other dat...
- Fri Sep 22, 2023 8:18 pm
- Forum: News
- Topic: Friday Facts #377 - New new rails
- Replies: 227
- Views: 70985
Re: Friday Facts #377 - New new rails
Love it!
Idea: When two railway tracks are offset by 2 tiles, side by side without gab; display a different railway sprite that shows both tracks being ontop the same track ballast / trackbed.
Idea: When two railway tracks are offset by 2 tiles, side by side without gab; display a different railway sprite that shows both tracks being ontop the same track ballast / trackbed.
- Fri Sep 15, 2023 2:40 pm
- Forum: News
- Topic: Friday Facts #376 - Research and Technology
- Replies: 368
- Views: 85621
Re: Friday Facts #376 - Research and Technology
THis is great and here is an idea for a technology trigger. Put items into lab like research packs, blindly do research with them (using them up), and unlock new branches of the technology tree. Especially with new resources this could be great. Eg. 50 uranium ore inside the research lab, research w...
- Fri Sep 08, 2023 10:12 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 207873
Re: Friday Facts #375 - Quality
Honestly this is better than productivity modules + beacons everywhere. Speed modules decrease quality for speed, quality modules decrease speed for quality. Both increase power consumption, efficiency modules decrease speed for power saving. Honestly get rid of beacons, get rid of productivity modu...
- Fri Sep 08, 2023 6:16 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 207873
Re: Friday Facts #375 - Quality
I disliked it at first, but now I'm warming up to the idea. Obviously it needs better sounding names and be less unpredictable. I think this is already a better tiered productivity system than modules if it is a bit toned down on the effects. At least it's better than productivity modules, which are...
- Sat Jul 20, 2019 8:35 pm
- Forum: News
- Topic: Friday Facts #304 - Small bugs; Big changes
- Replies: 668
- Views: 248977
Re: Friday Facts #304 - Small bugs; Big changes
Also unhappy with Oil changes. But I don't agree with Heavy Oil + Cracking from the start either! If they exactly and precisely want to help pure beginners, just add even simpler processing recipes for refinery on its first research: 1 Input β any 1 Output. Just break up Basic Oil Processing! Recipe...
- Wed Jun 26, 2019 2:14 pm
- Forum: Mods
- Topic: [MOD 0.16.x] HardCrafting 0.6.1
- Replies: 55
- Views: 35075
Re: [MOD 0.16.x] HardCrafting 0.6.1
Seems to work so far. I loaded up an old 0.16 save with HC + tons of other mods, hundreds of hours in; no problems anymore. However I had one strange startup error with HC (game traced it back to the 'data-final-fixes.lua' file), but only once and I can't replicate it anymore. I then deactivated all...
- Wed Jun 26, 2019 11:22 am
- Forum: Mods
- Topic: [MOD 0.16.x] HardCrafting 0.6.1
- Replies: 55
- Views: 35075
Re: [MOD 0.16.x] HardCrafting 0.6.1
Well, dang it.
That one download was me and I can confirm problems with autoplace. If we could only get around this last obstacle we'd have Hardcrafting working again on 0.17. Sadly I have no experience with Factorio modding.
That one download was me and I can confirm problems with autoplace. If we could only get around this last obstacle we'd have Hardcrafting working again on 0.17. Sadly I have no experience with Factorio modding.
- Sun Mar 31, 2019 10:04 pm
- Forum: Mods
- Topic: [MOD 0.16.x] HardCrafting 0.6.1
- Replies: 55
- Views: 35075
Re: [MOD 0.16.x] HardCrafting 0.6.1
I would love a 0.17 version.
I can't start a real game without this anymore - I need it. Please be so kind!
I can't start a real game without this anymore - I need it. Please be so kind!