Search found 61 matches

by AntiBlueQuirk
Tue Oct 03, 2017 1:02 pm
Forum: Ideas and Suggestions
Topic: Colored logistics slots
Replies: 4
Views: 1171

Colored logistics slots

The logistics network screen and tooltips should colorize slots to indicate the source of the item, such as whether it is in storage or in a provider chest: factorio-logistics-color.png This does raise the question of what to do with items in multiple types of storage (both in storage and in a provi...
by AntiBlueQuirk
Tue Oct 03, 2017 12:31 pm
Forum: Ideas and Suggestions
Topic: Circuit singling and trains
Replies: 10
Views: 1504

Re: Circuit singling and trains

JohnyDL wrote:...having 16 possible signals in the train ruins some of the fun...
Personally, I never imagined having more than one settable signal available. That by itself would be very useful, and would be more than enough for my needs.
by AntiBlueQuirk
Tue Oct 03, 2017 2:35 am
Forum: Ideas and Suggestions
Topic: Make preset colors for trains
Replies: 5
Views: 1698

Re: Make preset colors for trains

Another way to do this would be to have a slot in the color picker where you could place/pick an item. The picker would then get a color representing that item by just averaging the colors in it's icon.
by AntiBlueQuirk
Mon Oct 02, 2017 11:38 pm
Forum: Ideas and Suggestions
Topic: Incoming Train Alert
Replies: 14
Views: 4603

Re: Incoming Train Alert

I am sure you can pick required info from rail block - if its yellow or red it should hold the data of what train is reserving a block. This will effectively reflect which train is within braking distance. Nice plan I'm beginning to think this is possible Yeah, that's what I was thinking. The train...
by AntiBlueQuirk
Mon Oct 02, 2017 11:30 pm
Forum: Ideas and Suggestions
Topic: Circuit singling and trains
Replies: 10
Views: 1504

Re: Circuit singling and trains

Yeah, all these suggestions seem to have a theme: they find the "unique id" inadequate, and would like to set arbitrary signals on trains. There were suggestions that it could help make it easier to identify trains, in the world, the map, and the ui. I think it would be a great quality of ...
by AntiBlueQuirk
Mon Oct 02, 2017 1:52 pm
Forum: Ideas and Suggestions
Topic: Circuit singling and trains
Replies: 10
Views: 1504

Re: Circuit singling and trains

+1
(I had a similar suggestion a few months ago. :) )
viewtopic.php?f=6&t=50712
by AntiBlueQuirk
Mon Oct 02, 2017 1:14 pm
Forum: Ideas and Suggestions
Topic: Incoming Train Alert
Replies: 14
Views: 4603

Re: Incoming Train Alert

But I figure that's a bit intrusive if you're in a high traffic zone... It doesn't necessarily have to be a "noop noop" sound. I personally would prefer something more subtle, like current warning sounds. Clickity clacking would be a good choice too, and would add a bit to the environment...
by AntiBlueQuirk
Mon Oct 02, 2017 12:59 pm
Forum: Ideas and Suggestions
Topic: Incoming Train Alert
Replies: 14
Views: 4603

Re: Incoming Train Alert

I would definitely be fine if the warning flag came with an auditory warning. That would solve the "trains are silent ninjas of death" problem, though I think the flag is still necessary so the player actually knows where the train is coming from.
by AntiBlueQuirk
Mon Oct 02, 2017 12:38 pm
Forum: Ideas and Suggestions
Topic: Incoming Train Alert
Replies: 14
Views: 4603

Re: Incoming Train Alert

The tracks on the image I posted actually do have signals, I just didn't consider them important to the image. But they don't really fix the problem, unless you really want to squint, or lay down lots of signals, as JohnyDL shows. Safe crossings can be very effective (I have a design in my book, as ...
by AntiBlueQuirk
Sun Oct 01, 2017 7:21 am
Forum: Ideas and Suggestions
Topic: Incoming Train Alert
Replies: 14
Views: 4603

Incoming Train Alert

What?
An alert should appear on tracks near the edge of the screen when a train is going to passing through soon. Probably based on the train's braking distance.
factorio-train-warning.png
factorio-train-warning.png (578.9 KiB) Viewed 4603 times
by AntiBlueQuirk
Sun Sep 24, 2017 6:53 am
Forum: Implemented Suggestions
Topic: Train path to point
Replies: 6
Views: 2046

Train path to point

What? Simple. When sitting in a train, you can select a piece of track on the map, and the train would route to this point as if there were a station there. As soon as the train reaches the destination it switches to manual mode. This ability would only be available if a player is on the train. Why...
by AntiBlueQuirk
Sun Jul 09, 2017 4:12 pm
Forum: Modding interface requests
Topic: Pathfinding API
Replies: 11
Views: 3751

Re: Pathfinding API

I think events would be a lot better than callbacks given that it would be asynchronous and a save-load could mean a code change between the request and the completion. I meant for the callbacks to be asynchronous too, but now that you bring it up, saving the closure state might be difficult. Thoug...
by AntiBlueQuirk
Sun Jul 09, 2017 8:42 am
Forum: Ideas and Suggestions
Topic: Train Labels
Replies: 19
Views: 3808

Train Labels

TL;DR Similar to my other idea , I think trains should have labels. Or to put it another way, trains should have a built in constant combinator, accessed by train stops. What ? Trains should have a slot in their UI where you can select an arbitrary item stack. This would work exactly like selecting...
by AntiBlueQuirk
Sun Jul 09, 2017 8:27 am
Forum: Modding interface requests
Topic: Pathfinding API
Replies: 11
Views: 3751

Re: Pathfinding API

Yeah, I definitely think the pathfinding needs an API. I have an idea for a mod involving cars that desperately needs access to the pathfinding API. An asynchronous API would be totally fine. If the biters can put up with it, I think most mod authors would be able to. The way I think would work best...
by AntiBlueQuirk
Sat Jul 08, 2017 4:16 pm
Forum: Ideas and Suggestions
Topic: New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Schedule
Replies: 12
Views: 3786

Re: New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Sched

hahaha I'm on board with this... though might be more accessible to have a flowchart/visual scripting language implementation =p Yeah, Lua might be a bit much for most of the userbase, but adding non-linear schedules and some sort of decision system would open up so many options. Interesting idea: ...
by AntiBlueQuirk
Thu Jun 29, 2017 12:55 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 650990

Re: 4-way intersection testing: Throughput and deadlocks

I think this design also has one of those "when the starts align" 2-train straight-to-left soft locks on the E/W lines, though it requires the inner buffers to already be occupied, so this is more of "academical" interest. I think I might see what you mean here. Trains that ente...
by AntiBlueQuirk
Wed Jun 28, 2017 11:22 pm
Forum: Ideas and Suggestions
Topic: New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Schedule
Replies: 12
Views: 3786

Re: New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Sched

We could just go full blown programmable trains, and have the extra mode be a window with a Lua script that returns the index of the next train station to go to. Maybe it's a bit much, but I would enjoy it. :) Currently the Lua-Api doesn't allow to head a specific stop. See http://lua-api.factorio....
by AntiBlueQuirk
Wed Jun 28, 2017 8:55 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 650990

Re: 4-way intersection testing: Throughput and deadlocks

Hmm, it seems like the left turn problems outweigh the fixes, at least for the traffic sets I'm using. Yeah, I was getting that too. It seems to do really well most of the time, but then occasionally and left-turner will come through and wait like a whole minute for the intersection to clear, traff...
by AntiBlueQuirk
Wed Jun 28, 2017 11:18 am
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 650990

Re: 4-way intersection testing: Throughput and deadlocks

Alright, so I worked on these problems a bit. I started with the first one, since it seemed easier. ...there is a block (magenta) that is a bit too large, impossible to signal, linking two of the left and right turns, see first image. Turns out, you were correct, it was impossible to signal. So I en...
by AntiBlueQuirk
Tue Jun 27, 2017 5:14 pm
Forum: Railway Setups
Topic: 4-way intersections: Throughput and deadlocks [image heavy]
Replies: 706
Views: 650990

Re: 4-way intersection testing: Throughput and deadlocks

I spent a silly amount of time getting this crammed in, but I'm pretty happy with it. It may look small, but every path actually has some buffer space (for 6 wagon trains). I haven't seen any deadlocks yet, and I was getting some pretty good results. It's a 2-lane, and it's also chunk-aligned, if yo...

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