Search found 101 matches

by Ardagan
Sat Dec 29, 2018 7:14 pm
Forum: Ideas and Suggestions
Topic: Find your next dead train
Replies: 3
Views: 195

Re: Find your next dead train

I'd suggest multiple navigation options for this: 1. next out of fuel train. 2. next manual control train. 3. next out of path train. (Not sure if this is required, usually found during railroad construction) We were added the option to create alerts with speaker, but there's still no way to find lo...
by Ardagan
Fri Dec 28, 2018 8:49 pm
Forum: Ideas and Suggestions
Topic: Hotkey to replace existing structures with blueprint
Replies: 1
Views: 258

Re: Hotkey to replace existing structures with blueprint

I'll revive and +1 this. (The only relevant thread I managed to find via search)
by Ardagan
Fri Dec 28, 2018 8:41 pm
Forum: Ideas and Suggestions
Topic: Configurable semaphore side
Replies: 4
Views: 96

Re: Configurable semaphore side

If train goes to the right, I want to control it with semaphore located on top of the track. (Currently it is bottom of the track.)
by Ardagan
Fri Dec 28, 2018 8:22 pm
Forum: Ideas and Suggestions
Topic: Configurable semaphore side
Replies: 4
Views: 96

Configurable semaphore side

Current: semaphore specifies train direction clockwise relative to semaphore. Suggested: option to make semaphore specify train direction counter-clockwise relative to semaphore. Motivation: If you're building two-way rail junction and use right-handed driving direction, your semaphores are always o...
by Ardagan
Thu Dec 27, 2018 2:09 am
Forum: Ideas and Suggestions
Topic: Trains should burn low-grade fuel first
Replies: 4
Views: 150

Trains should burn low-grade fuel first

Currently:
you can't clearly predict which type of fuel train will burn. There should be logic, but hard to deduce.

Proposed:
Train should burn lowest-grade fuel first.

Use case:
Convenient way of clearing your locomotives of old types of fuel and replacing with brand-new standard.
by Ardagan
Thu Dec 27, 2018 12:50 am
Forum: Ideas and Suggestions
Topic: Option to disable auto-repair by pers. roboport robots.
Replies: 64
Views: 3565

Re: Option to disable auto-repair by pers. roboport robots.

+1
Generally saves bots a lot. I have to manually remove all personal roboports each time I get on train. That's tedious toil.
by Ardagan
Wed Dec 26, 2018 11:53 pm
Forum: Development Proposals
Topic: [Polls Closed] The signals
Replies: 59
Views: 43171

Re: [Polls Closed] The signals

Half of base is operated based on cirquit signals. Examples: 1. Oil processing: balancing between solid fuel / oil cracking is minor example. 2. Siren when low on accumulator power. (Prevents random base power shutoffs.) Optional are fuel in steam generators. Other alerts as well. 3. Automated facto...
by Ardagan
Wed Dec 26, 2018 11:43 pm
Forum: Ideas and Suggestions
Topic: Auto turn trains when placing them
Replies: 19
Views: 1252

Train should face proper direction on one-way rails

Current state: When you place train on any rail it seem to face last direction you had it facing (more-or-less). Proposed: When you place train on one-way rail, it should face towards direction of rail traffic. By one-way rail, I mean rail that has semaphore on one side only. This explicitly specifi...
by Ardagan
Tue Apr 17, 2018 7:17 am
Forum: Duplicates
Topic: [0.16.36] Inserter putting item on splitter puts it on left
Replies: 1
Views: 232

[0.16.36] Inserter putting item on splitter puts it on left

See image attached.

When putting item down.
On belt: puts to right side
On splitter: puts to left side

This feels inconsistent.
by Ardagan
Fri Feb 09, 2018 5:26 pm
Forum: Minor issues
Topic: [0.16.22] Inserters not picking up items from source
Replies: 6
Views: 500

Re: [0.16.22] Inserters not picking up items from source

Thank you for showing how this can be debugged :) will use it further. Problematic part is that if I merely pick up and place inserter again, it will start working as expected. 1) I had similar issues with no tracks nearby. So this doesn't seem to be more reason. 2) shouldn't inserter behavior be d...
by Ardagan
Fri Feb 09, 2018 8:25 am
Forum: Minor issues
Topic: [0.16.22] Inserters not picking up items from source
Replies: 6
Views: 500

Re: [0.16.22] Inserters not picking up items from source

Thank you for showing how this can be debugged :) will use it further. Problematic part is that if I merely pick up and place inserter again, it will start working as expected. 1) I had similar issues with no tracks nearby. So this doesn't seem to be more reason. 2) shouldn't inserter behavior be de...
by Ardagan
Fri Feb 09, 2018 7:17 am
Forum: Minor issues
Topic: [0.16.22] Inserters not picking up items from source
Replies: 6
Views: 500

[0.16.22] Inserters not picking up items from source

Build 35382 (seen this in earlier 0.16 builds/versions also) Sometimes inserters just get stuck and don't pick up items from chests/factories. Have seen it multiple times already. See image attached for sample situation. Couldn't find specific logic for this. I'm not sure how to repro this. However ...
by Ardagan
Thu Jan 23, 2014 10:42 pm
Forum: Development Proposals
Topic: Fight
Replies: 96
Views: 54468

Re: Fight

ssilk wrote:Point with the mouse and press fire or C. C releases the weapon even if there is no enemy.
For grenades and capsules: place it in the hotbar and press the button.

It's a little bit crude. I hate it. :)
You missed the step where you configure the hotkey for slot on middle-mouse :D
by Ardagan
Mon Jan 20, 2014 4:56 am
Forum: General discussion
Topic: steam
Replies: 10
Views: 7479

Re: steam

1) I don't get MP here
2) IMHO this game is awesome and worth buying without MP (that's what I did)
3) You want to add MODs sharing before going to steam
by Ardagan
Sat Jan 18, 2014 2:09 am
Forum: Ideas and Suggestions
Topic: Bot interface?
Replies: 9
Views: 1361

Re: Bot interface?

@azoundria, @kovalex:
I this case, player is to decide on how bot hadles the issue with broken buildings. The point is that bot should have interface to find out if it is broken. Game should not solve the tasks, bot should.
by Ardagan
Wed Jan 15, 2014 7:18 pm
Forum: Gameplay Help
Topic: Information on mods
Replies: 6
Views: 5982

Re: Information on mods

No No No. After once spending 3 days on code I wrote that worked, but I couldn't understand why, I can't follow "don't touch" philosophy :P
by Ardagan
Wed Jan 15, 2014 1:27 am
Forum: Gameplay Help
Topic: Information on mods
Replies: 6
Views: 5982

Re: Information on mods

I knew that you'd be the one to answer Dysoch :) Then I'll continue asking questions as they appear and, probably, will create wiki page with findings later. 1) Where can I find a list of modifiers? Didn't manage to. (except to grep all different from all entities/etc) 2) Can we just change the powe...
by Ardagan
Wed Jan 15, 2014 12:23 am
Forum: Gameplay Help
Topic: Information on mods
Replies: 6
Views: 5982

Information on mods

Hi, I want to write a mod that modifies energy production of solar plants, and some others. The question is, how can I do that? I though I can use "effect" field of research entity, but I can't get what "type" should I use (or where can I get a list of types). If anyone can give an example on how to...
by Ardagan
Tue Jan 14, 2014 8:39 pm
Forum: Ideas and Suggestions
Topic: Bot interface?
Replies: 9
Views: 1361

Re: Bot interface?

@Kovarex
I just don't know how easy it is for you to expose some interface. Plus that is just an idea I would be happy to see implemented.

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