This is a great idea, but please can we only have it as an option, not the default?
Currently negative stack sizes are used a LOT for things like MadZuri's smart loading train station, which this would completely break (using negative averages to ensure chests are loaded in a balanced manner, for ...
Search found 29 matches
- Thu May 04, 2017 2:57 am
- Forum: Ideas and Suggestions
- Topic: Stack inserters with negative stack size
- Replies: 8
- Views: 4803
- Thu May 04, 2017 2:53 am
- Forum: Ideas and Suggestions
- Topic: Passive requester chests
- Replies: 3
- Views: 3111
Re: Passive requester chests
Your solution kind of works - I use a logistics connection on the inserter pulling from the chest, to only enable when the logistics system contains >x of the item.
That works okay, but it relies on you manually updating the >x value every time a new passive provider chest is added or removed ...
That works okay, but it relies on you manually updating the >x value every time a new passive provider chest is added or removed ...
- Wed May 03, 2017 11:14 pm
- Forum: Ideas and Suggestions
- Topic: Passive requester chests
- Replies: 3
- Views: 3111
Passive requester chests
Currently we can actively provide into the network (active provider, player trash, deconstruction. We can also passively provide (passive requester), or actively request (requester, player logistics slots), and we have a passive storage (accepts anything that isn't being actively requested)
This ...
This ...
- Tue May 02, 2017 9:21 pm
- Forum: Ideas and Suggestions
- Topic: Player detection for circuit network
- Replies: 8
- Views: 7824
Re: Player detection for circuit network
Yeah the speed detection makes perfect sense when the gates are being used as gates, or even just to detect that the player is nearby... just not when they're being used to detect whether the player is specifically in the area around them.
It's not that I think speed detection is a bad mechanic, I ...
It's not that I think speed detection is a bad mechanic, I ...
- Tue May 02, 2017 9:18 pm
- Forum: Ideas and Requests For Mods
- Topic: Automatically "suck" items from inventory into toolbar
- Replies: 3
- Views: 1212
Automatically "suck" items from inventory into toolbar
Often when you're using toolbar filters (to limit a space to one item), the item in question can jump back to your inventory, or another space in the toolbar, if you don't press Q before selecting the other item.
A mod that would automatically "pull" these items back to the correct slot would be ...
A mod that would automatically "pull" these items back to the correct slot would be ...
- Mon May 01, 2017 11:42 pm
- Forum: Ideas and Suggestions
- Topic: Station end custom default wait conditions.
- Replies: 4
- Views: 1815
Re: Station end custom default wait conditions.
I love this idea - I almost never have trains visiting the same station with different wait conditions: although if there was an option to not use it that would be great: eg trains default to "Station conditions", but you can still change it to other conditions manually.
Routes would be great ...
Routes would be great ...
- Mon May 01, 2017 9:28 pm
- Forum: Ideas and Suggestions
- Topic: Player detection for circuit network
- Replies: 8
- Views: 7824
Re: Player detection for circuit network
Yeah giving the option to modify the gate is more than good enough :)
I hadn't thought about the using two gates option - it would work as long as you can blank off ~12 tiles to the side of each gate (eg it would work north/south or east/west, as long as you blank off the other pair. That could be ...
I hadn't thought about the using two gates option - it would work as long as you can blank off ~12 tiles to the side of each gate (eg it would work north/south or east/west, as long as you blank off the other pair. That could be ...
- Mon May 01, 2017 8:29 pm
- Forum: Ideas and Suggestions
- Topic: Player detection for circuit network
- Replies: 8
- Views: 7824
Player detection for circuit network
TL;DR: I'd like an entity to be able to detect the player, like gates, but without the "activates if the player is 10 tiles away and running towards it" mechanic. Am willing to send doughnuts to the Factorio office as a bribe.
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I'm currently playing around with some fun ideas for circuit ...
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I'm currently playing around with some fun ideas for circuit ...
- Thu Apr 27, 2017 8:34 pm
- Forum: Minor issues
- Topic: [0.15.x] Upgrading "underneathies" with stack size 1 fails
- Replies: 1
- Views: 1272
[0.15.x] Upgrading "underneathies" with stack size 1 fails
As per title - if you upgrade an underground belt with a single underground belt in your "hand" stack, only the nearby end upgrades, not the far end - even if you have more underground belts in your inventory
To recreate
1. Place a yellow or red underground belt
2. Attempt to upgrade it while ...
To recreate
1. Place a yellow or red underground belt
2. Attempt to upgrade it while ...