Search found 95 matches

by ikarikeiji
Fri Sep 22, 2023 2:21 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47814

Re: Friday Facts #377 - New new rails

One thing I would love to see would be a rail planner that allowed you to plan long distance rails with multiple parallel tracks and the ability to separately (and/or together) route around trees, rocks, or cliffs. Personally, I really hate harming trees, and can't harm cliffs until I have cliff ex...
by ikarikeiji
Fri Sep 22, 2023 2:10 pm
Forum: News
Topic: Friday Facts #377 - New new rails
Replies: 217
Views: 47814

Re: Friday Facts #377 - New new rails

What does a roundabout look like now? I'd like to see this too. My standard rail building method one I've not really seen elsewhere, but I just like it: 3 tracks, 2 spaces between each, middle rail reserved for 2-way manual use, signals on the inside of the outer rails (so trains drive on the left)...
by ikarikeiji
Mon Nov 11, 2019 1:24 pm
Forum: News
Topic: Friday Facts #320 - Color correction
Replies: 202
Views: 73044

Re: Friday Facts #320 - Color correction

Loving the new colouring.

Perhaps darker/less saturated tones could be used when in a polluted area though? Then you would really feel the effect of destroying the native area.
by ikarikeiji
Wed Apr 24, 2019 12:45 pm
Forum: Ideas and Suggestions
Topic: Return the object avoidance mode for ghost rail building
Replies: 21
Views: 6936

Re: Return the object avoidance mode for ghost rail building

I play with a self imposed challenge of avoiding chopping trees unless reasonably necessary. I don't want to accidentally destroy a tree while building rails. When you are planning a long rail line, zoomed far out, it isn't always obvious if something would be deconstructed. The previously existing ...
by ikarikeiji
Mon Apr 15, 2019 11:58 am
Forum: Ideas and Suggestions
Topic: Vehicle manufacturing buildings (No vehicles in inventory)
Replies: 7
Views: 3664

Re: Vehicle manufacturing buildings (No vehicles in inventory)

I love this whole idea!

Doubt this will make it into vanilla, but even a mod to do this would be fantastic.
by ikarikeiji
Mon Apr 15, 2019 7:13 am
Forum: Ideas and Suggestions
Topic: Return the object avoidance mode for ghost rail building
Replies: 21
Views: 6936

Re: Return the object avoidance mode for ghost rail building

+5 Feels very frustrating to see the devs handwave away removal of functionality as streamlining. I almost always use the "rail planner avoiding obstacles" mode, even if not to build directly in that mode, but simply to have the rail layout highlighted, while tapping shift to tell me if it...
by ikarikeiji
Wed Apr 10, 2019 12:13 pm
Forum: Ideas and Suggestions
Topic: Blueprint Editor Shift Drag Box / Rectangle selection in Blueprint Editor
Replies: 4
Views: 1839

Re: Blueprint Editor Shift Drag Box

+1

I would also suggest making it so that if you drag a blueprint along the ground then it places copies in a straight line - and in a rectangular grid if you drag diagonally - instead of wherever. Prime example: placing long, wide areas of transport belt.
by ikarikeiji
Fri Mar 08, 2019 1:03 pm
Forum: Ideas and Suggestions
Topic: Factorio needs to be brighter (w/ images and source code)
Replies: 27
Views: 9335

Re: Factorio needs to be brighter (w/ images and source code)

Sounds like the topic needs renaming from "Factorio needs to be brighter" to "Factorio needs a gamma slider". And with less dubious software to painstakingly rewrite all your images when you could just fiddle with the colour curves in your display settings instead. (There's a way...
by ikarikeiji
Fri Mar 08, 2019 8:18 am
Forum: Ideas and Suggestions
Topic: Cursor placement in "Select a signal"
Replies: 46
Views: 13478

Re: ui-qol: combinator constant input field pre-select

By clicking the selector, you'd be acknowledging that the other controls will be disabled while you select a signal or input a constant, an action that would take tiny amounts of time if this change were implemented. No, I wouldn't be. There is no indication immediately on the signal selector that ...
by ikarikeiji
Thu Mar 07, 2019 1:13 pm
Forum: Implemented Suggestions
Topic: [0.17.7] Naming inconsistency between toolbar and 'controls' settings
Replies: 2
Views: 1526

Re: [0.17.7] Naming inconsistency between toolbar and 'controls' settings

+1 though I have no idea what a good name for this would be. "Show extended info" doesn't really convey its meaning either.
by ikarikeiji
Thu Mar 07, 2019 1:11 pm
Forum: Ideas and Suggestions
Topic: Quickbar, replace slot with current item
Replies: 7
Views: 2660

Re: Quickbar, replace slot with current item

+1

If right click overwrites a used slot with the item in hand, perhaps right clicking a used slot without any item in hand should also clear it? Then middle click wouldn't be needed at all.
by ikarikeiji
Thu Mar 07, 2019 1:00 pm
Forum: Ideas and Suggestions
Topic: Cursor placement in "Select a signal"
Replies: 46
Views: 13478

Re: ui-qol: combinator constant input field pre-select

Automatically selecting the first required field is just good UI form design. This is basic stuff. At worst, a Tab should take you to that field. it's not a required field, it's not in a form, tab changes weapon. But if it was a web doc not a game I would agree on all 3 points Why not just add an e...
by ikarikeiji
Wed Mar 06, 2019 12:59 pm
Forum: Ideas and Suggestions
Topic: Rearranging/renumbering toolbelt rows
Replies: 1
Views: 966

Re: Rearranging/renumbering toolbelt rows

I would like to propose that the square that has the number on it is draggable, and that drags the entire row as a whole. Dragging this row up or down would move the others around, like you're "inserting" the row in a different position. After the player releases the mouse button, the row...
by ikarikeiji
Wed Mar 06, 2019 12:58 pm
Forum: Ideas and Suggestions
Topic: [0.17] Reorganize Research Queue
Replies: 41
Views: 11143

Re: [0.17] Reorganize Research Queue

There's really no reason it shouldn't allow as many researches queued up as you want, if it had a horizontal scrollbar.
by ikarikeiji
Wed Mar 06, 2019 6:56 am
Forum: Ideas and Suggestions
Topic: Better mechanism for hand building over ghosts before robots
Replies: 52
Views: 11844

Re: Better mechanism for hand building over ghosts before robots

How about a compromise that doesn't overpower hand-auto-building: Either: 1. You have to click (or click and drag over) each ghost you want to build (with no item selected), it then builds it as long as you have the item in your inventory. Or: 2. You have to walk over each ghost you want to build, t...
by ikarikeiji
Wed Mar 06, 2019 6:52 am
Forum: Ideas and Suggestions
Topic: Using Arrow Keys for Instant Item Direction; In Addition to Rotating with R and Shift-R
Replies: 12
Views: 3433

Re: Using Arrow Keys for Instant Item Direction; In Addition to Rotating with R and Shift-R

Ok, agreed, it was a silly idea, I hadn't thought of that. Arrow keys works I guess!
by ikarikeiji
Wed Mar 06, 2019 6:51 am
Forum: Ideas and Suggestions
Topic: Cursor placement in "Select a signal"
Replies: 46
Views: 13478

Re: ui-qol: combinator constant input field pre-select

Automatically selecting the first required field is just good UI form design. This is basic stuff. At worst, a Tab should take you to that field. it's not a required field, it's not in a form, tab changes weapon. But if it was a web doc not a game I would agree on all 3 points Why not just add an e...
by ikarikeiji
Tue Mar 05, 2019 1:02 pm
Forum: Ideas and Suggestions
Topic: propulsion power of bidirectional trains
Replies: 62
Views: 18811

Re: Backward locomotives

For passenger only use it would make sense to add a DMU, which would be symmetric and could be driven in either direction with the same speed/acceleration.

For anything else I can't really see backward driving locomotives happening.
by ikarikeiji
Tue Mar 05, 2019 12:59 pm
Forum: Ideas and Suggestions
Topic: [0.17X]More recipe options aside from "normal" and "expensive"
Replies: 11
Views: 3168

Re: [0.17X]More recipe options aside from "normal" and "expensive"

+1, and arguably "very complex" should introduce additional intermediate recipes and items that would not be seen elsewhere.

Not holding my breath though and happy to stick with mods for this one!

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