Search found 20 matches

by StansTheMan
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: 360

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 ...
by StansTheMan
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: 360

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 ...
by StansTheMan
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: 2112

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 ...
by StansTheMan
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: 2112

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 ...
by StansTheMan
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: 2112

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 bother with ...
by StansTheMan
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: 2112

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 ...
by StansTheMan
Sun Nov 10, 2024 9:15 pm
Forum: Ideas and Suggestions
Topic: Ability to craft lower quality with higher quality
Replies: 172
Views: 41817

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 ...
by StansTheMan
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: 2112

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 ...
by StansTheMan
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: 192

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 ...
by StansTheMan
Sat Nov 09, 2024 1:57 pm
Forum: Ideas and Suggestions
Topic: Remote driving improvements
Replies: 4
Views: 1012

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).
by StansTheMan
Fri Jan 05, 2024 3:56 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 145
Views: 64635

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 ...
by StansTheMan
Fri Nov 10, 2023 3:49 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 116312

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 ...
by StansTheMan
Fri Sep 22, 2023 8:18 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 229
Views: 98433

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.
by StansTheMan
Fri Sep 15, 2023 2:40 pm
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 120415

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 ...
by StansTheMan
Fri Sep 08, 2023 10:12 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 297156

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 ...
by StansTheMan
Fri Sep 08, 2023 6:16 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 297156

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 ...
by StansTheMan
Sat Jul 20, 2019 8:35 pm
Forum: News
Topic: Friday Facts #304 - Small bugs; Big changes
Replies: 668
Views: 307007

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 ...
by StansTheMan
Wed Jun 26, 2019 2:14 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 38827

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 ...
by StansTheMan
Wed Jun 26, 2019 11:22 am
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 38827

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.
by StansTheMan
Sun Mar 31, 2019 10:04 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 38827

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!

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