Search found 28 matches
- Thu Jan 14, 2021 8:06 pm
- Forum: Ideas and Suggestions
- Topic: Increase bot queue processing rate
- Replies: 44
- Views: 29046
Re: Increase bot queue processing rate
A suggestion which should not increase update time too much, but will make construction feel much faster: Have a separate internal queue for ghosts which have little hope of being built, i.e. failed construction at least once by having no materials or in network with no total construction bots ...
- Mon Dec 07, 2020 7:13 pm
- Forum: Ideas and Suggestions
- Topic: filter combinator
- Replies: 16
- Views: 7610
Re: filter combinator
In that situation you'd wire the train stop to the red input on the arithmetic combinator, and the constant combinator to the green input. Set the signals you want to pass to a value of 1 on the constant combinator and you're all set. Takes 2 combinators instead of 1 but otherwise exactly the ...
- Mon Dec 07, 2020 4:59 pm
- Forum: Ideas and Suggestions
- Topic: filter combinator
- Replies: 16
- Views: 7610
Re: filter combinator
IMO the best way to solve this would be to allow combinators to choose which network (red or green) to read from with each input. Then you could use an arithmetic combinator set to (Each Red) * (Each Green) and wire the green input to a constant combinator listing the items you want to filter ...
- Mon Dec 07, 2020 4:13 pm
- Forum: Ideas and Suggestions
- Topic: filter combinator
- Replies: 16
- Views: 7610
Re: filter combinator
IMO the best way to solve this would be to allow combinators to choose which network (red or green) to read from with each input. Then you could use an arithmetic combinator set to (Each Red) * (Each Green) and wire the green input to a constant combinator listing the items you want to filter.
That ...
That ...
- Mon Dec 07, 2020 2:52 pm
- Forum: Ideas and Suggestions
- Topic: Snap to grid should default to relative again
- Replies: 20
- Views: 7151
Re: Snap to grid should default to relative again
I agree. Absolute snapping seems to be applicable to modular rail networks / city block megabase construction and not much else.
Relative snapping is useful for many things, maybe even more than non-snapping, which makes me thing that maybe relative snapping should be the default for all ...
- Sun Nov 29, 2020 8:15 pm
- Forum: Resolved Problems and Bugs
- Topic: [posila] [1.1.1] Crash selecting new contents for blueprint: TransportBeltConnectable::drawStartingPiece
- Replies: 3
- Views: 2581
Re: [1.1.1] Crash selecting new contents for blueprint: TransportBeltConnectable::drawStartingPiece
This issue appears to still be occurring in 1.1.2. Rather hard to reproduce consistently, but I got it to occur using the following steps:
Start Factorio
Create a new scenario with default settings
Place an express loader connected to an express belt
Create a new blueprint containing those ...
Start Factorio
Create a new scenario with default settings
Place an express loader connected to an express belt
Create a new blueprint containing those ...
- Sat Nov 28, 2020 4:09 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.1] Power pole does not reconnect when blueprinted over one marked for deconstruction
- Replies: 4
- Views: 3624
Re: [1.1.1] Power pole does not reconnect when blueprinted over one marked for deconstruction
The same issue seems to occur anytime you place a ghost pole, deconstruct the pole the ghost pole is connected to, then place a real pole over the ghost. Prior to 1.1 the ghost pole would get connected to any remaining (non-destroyed) poles in range once placed. After 1.1 it doesn't get connected to ...
- Wed Nov 18, 2020 4:01 am
- Forum: Outdated/Not implemented
- Topic: Auto rotate when placing over a ghost to match the ghost's rotation
- Replies: 10
- Views: 4744
Re: Auto rotate when placing over a ghost to match the ghost's rotation
FYI, if you use the pipette tool (bound to Q by default I think) to select a part, the selected part matches the rotation automatically.
Not sure I agree with this suggestion, but there is _some_ precedent in that placed machines already do automatically inherit the configuration of the placed ...
Not sure I agree with this suggestion, but there is _some_ precedent in that placed machines already do automatically inherit the configuration of the placed ...
- Tue Nov 03, 2020 7:41 pm
- Forum: Ideas and Suggestions
- Topic: Option to build ghost automatically if out of reach.
- Replies: 10
- Views: 3314
Re: Option to build ghost automatically if out of reach.
FWIW, I think it should just be a toggle to turn on "ghost building by default". Once you have a personal Roboport and a few robot speed researches under your belt there's not a major advantage to directly placing regular tiles anyway. (I made a similar suggestion in my earlier compilation of ghost ...
- Tue Nov 03, 2020 7:26 pm
- Forum: Ideas and Suggestions
- Topic: Train Filter Signs
- Replies: 28
- Views: 9150
Re: Train Filter Signs
I love this! Such a simple idea but with so many possible applications! Prevent long trains from entering sections designed for smaller ones, discourage trains from taking certain high-traffic paths unless their destination requires it, etc.
- Sun Oct 25, 2020 4:28 pm
- Forum: Implemented Suggestions
- Topic: Reordering of train stops in schedule
- Replies: 11
- Views: 12588
Re: Reordering of train stops in schedule
FWIW I agree the UI here is suboptimal. I didn't know those entries could be dragged at first either.
Maybe it's the placement; I think if that grab bar was on the left it might be more obvious what it was for. Changing the cursor when you mouse over it also sounds like a good idea.
Maybe it's the placement; I think if that grab bar was on the left it might be more obvious what it was for. Changing the cursor when you mouse over it also sounds like a good idea.
- Thu Oct 08, 2020 1:52 pm
- Forum: Outdated/Not implemented
- Topic: (Oversimplified, ignore please) Make chain signals the norm, and rail signals for experts
- Replies: 20
- Views: 7425
Re: Make chain signals the norm, and rail signals for experts
That's actually a really interesting idea. At first glance the behavior of chain signals does seem more complicated than regular signals, but after thinking things through I can't really see any obvious issues with your proposed approach.
Thinking about things from that perspective, here's a ...
Thinking about things from that perspective, here's a ...
- Fri Aug 14, 2020 8:36 pm
- Forum: Implemented Suggestions
- Topic: Underground belts and ghost belts
- Replies: 10
- Views: 4126
Re: Underground belts and ghost belts
Good suggestion. In my experience this isn't that big of a deal, however. Ghosts are so easy to remove, it wouldn't really make such a difference imo.
IMO you shouldn't just be able to remove ghosts with this. Placing ghost underground belts over already-placed tiles should mark them for ...
- Fri Aug 14, 2020 8:27 pm
- Forum: Ideas and Suggestions
- Topic: Laser Turrets connected to Circuit Network
- Replies: 15
- Views: 5345
Re: Laser Turrets connected to Circuit Network
I would personnally be in favor of being able to read all relevant information from any entity via circuitery, and control that entity also via circuitery. Turrets, and all the others.
This. The circuit network is an incredibly flexible tool with a virtually limitless number of possible uses ...
- Wed Aug 12, 2020 2:24 am
- Forum: Ideas and Suggestions
- Topic: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser tool
- Replies: 7
- Views: 3099
Re: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser
Don’t you think the devs had no reason against implementation of such A more or less iterating functions?
Once you feed the roboport output into such a combinator this will really eat CPU. The calculation is not longer O(N), but more like O(N²).
I can't imagine what kind of bizarro min/max/sum ...
- Wed Aug 12, 2020 2:19 am
- Forum: Ideas and Suggestions
- Topic: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser tool
- Replies: 7
- Views: 3099
Re: default circuit network signal (max or sum) makes the concept easier to pickup, more resiliant, and a new poweruser
And couldn’t that also be achieved by the “anything” signal? And isn’t that their fault if they forget to change signals?
If I recall correctly, using anything breaks if the chest is ever empty. I think the logic goes as zero is no signal, the condition "anything < X" returns false if there ...
- Wed Aug 12, 2020 1:49 am
- Forum: Implemented Suggestions
- Topic: Underground belts and ghost belts
- Replies: 10
- Views: 4126
Re: Underground belts and ghost belts
Agree with this suggestion. This is just another annoying little UI inconsistency between normal placement and ghost placement behavior which IMO should be fixed. Very similar to suggestion #5 in one of my previous posts: viewtopic.php?p=493231
- Thu Aug 06, 2020 5:02 pm
- Forum: General discussion
- Topic: Pairwise division is ridiculous
- Replies: 5
- Views: 2739
Re: Pairwise division is ridiculous
IMO every place where Factorio lets you select a circuit network signal should have options to choose which connected network to read/write the signal on. E.g. Instead of just selecting "x signal on the network", you could also select "x signal on green network" or "x signal on red network". That ...
- Mon Aug 03, 2020 2:27 pm
- Forum: Ideas and Suggestions
- Topic: Load Game in Background
- Replies: 5
- Views: 2169
Re: Load Game in Background
If this isn't feasible I'd at least like the ability to alt-tab out of the game during the load screen. Right now the game seems to be stuck full screen until the loading completes, and Factorio takes a surprisingly long time to load for a 2D game, even on an SSD.
- Tue Jul 28, 2020 7:46 pm
- Forum: Ideas and Suggestions
- Topic: Increase player reach for things you can do with blueprints
- Replies: 4
- Views: 2249
Re: Increase player reach for things you can do with blueprints
Other things you can control remotely by placing blueprints but can't control using the more conventional UI:
Place/cut circuit wires
Place/remove modules (using bots)
There are also a bunch of little UI inconsistencies between placing ghost structures and placing structures directly which I ...
Place/cut circuit wires
Place/remove modules (using bots)
There are also a bunch of little UI inconsistencies between placing ghost structures and placing structures directly which I ...