## Search found 28 matches

Thu Jan 14, 2021 8:06 pm
Forum: Ideas and Suggestions
Topic: Increase bot queue processing rate
Replies: 44
Views: 6093

### 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. Thi...
Mon Dec 07, 2020 7:13 pm
Forum: Ideas and Suggestions
Topic: filter combinator
Replies: 16
Views: 1863

### 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 same ...
Mon Dec 07, 2020 4:59 pm
Forum: Ideas and Suggestions
Topic: filter combinator
Replies: 16
Views: 1863

### 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...
Mon Dec 07, 2020 4:13 pm
Forum: Ideas and Suggestions
Topic: filter combinator
Replies: 16
Views: 1863

### 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 ...
Mon Dec 07, 2020 2:52 pm
Forum: Ideas and Suggestions
Topic: Snap to grid should default to relative again
Replies: 20
Views: 2173

### 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 blueprints...
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: 1016

### 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 machines ...
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: 1567

### 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: 1435

### 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 ghost...
Tue Nov 03, 2020 7:41 pm
Forum: Ideas and Suggestions
Topic: Option to build ghost automatically if out of reach.
Replies: 10
Views: 1041

### 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...
Tue Nov 03, 2020 7:26 pm
Forum: Ideas and Suggestions
Topic: Train Filter Signs
Replies: 28
Views: 2853

### 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: 10
Views: 3290

### 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.
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: 2599

### 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 summary...
Fri Aug 14, 2020 8:36 pm
Forum: Implemented Suggestions
Topic: Underground belts and ghost belts
Replies: 10
Views: 1146

### 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 deletion a...
Fri Aug 14, 2020 8:27 pm
Forum: Ideas and Suggestions
Topic: Laser Turrets connected to Circuit Network
Replies: 15
Views: 1482

### 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. It's ...
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: 871

### 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/aver...
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: 871

### 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 the...
Wed Aug 12, 2020 1:49 am
Forum: Implemented Suggestions
Topic: Underground belts and ghost belts
Replies: 10
Views: 1146

### 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: 1369

### 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...
Mon Aug 03, 2020 2:27 pm
Forum: Ideas and Suggestions
Replies: 3
Views: 697

### 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: 747

### 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 believe...