Search found 61 matches
- Sun Jun 25, 2017 2:57 pm
- Forum: Ideas and Suggestions
- Topic: Snooze button for alerts
- Replies: 5
- Views: 3067
Re: Snooze button for alerts
Well that's a novel solution.
- Sun Jun 25, 2017 12:23 pm
- Forum: Ideas and Suggestions
- Topic: Import/Export blueprints as PNG images
- Replies: 7
- Views: 5148
Re: Import/Export blueprints as PNG images
Here's a better example of what it might look like:
- Sun Jun 25, 2017 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Bulldoze mode for blueprints
- Replies: 6
- Views: 2837
Re: Bulldoze mode for blueprints
Hmm. I hadn't thought about the diagonals thing. The extra modifier key could just be used to enable replacing player objects, instead of bulldozing the whole area. For the more aggressive tree clearing, you could just have it expand the collision boxes of the objects by 1 tile.
- Sun Jun 25, 2017 11:59 am
- Forum: Ideas and Suggestions
- Topic: Snooze button for alerts
- Replies: 5
- Views: 3067
Re: Snooze button for alerts
Oop. Missed those. Guess I didn't search hard enough.
- Sun Jun 25, 2017 11:54 am
- Forum: Ideas and Suggestions
- Topic: Import/Export blueprints as PNG images
- Replies: 7
- Views: 5148
Re: Import/Export blueprints as PNG images
Well, I just used a screenshot because it was easily accessible, but you could make the visible image anything you wanted to. You could make it look more like a blueprint, and include the name and icon. You could even just take a screenshot of the blueprint window, and use that! (Though you'd probab...
- Sun Jun 25, 2017 11:23 am
- Forum: Ideas and Suggestions
- Topic: Import/Export blueprints as PNG images
- Replies: 7
- Views: 5148
Re: Import/Export blueprints as PNG images
I've always been really excited by the fact that PNGs can store arbitrary metadata, and this would be a great use for that feature. However, another way to handle it, which would protect against metadata stripping is using Steganography , and encoding the data in the low bits of the image. As an exa...
- Sun Jun 25, 2017 9:02 am
- Forum: Ideas and Suggestions
- Topic: Bulldoze mode for blueprints
- Replies: 6
- Views: 2837
Bulldoze mode for blueprints
TL;DR Holding another hotkey when building blueprints marks all objects in the blueprint area for destruction, instead of just things that are in the way. What? When you place a blueprint, if things are in the way, you can't place the blueprint. You can "force-place" the blueprint with Sh...
- Sun Jun 25, 2017 8:52 am
- Forum: Ideas and Suggestions
- Topic: Suggestion for Parallel World
- Replies: 6
- Views: 3374
Re: Suggestion for Parallel World
Actually, the idea of having trains go underground is rather compelling. There would be lots of things you could do with it, and I'm sure I've seen suggestions for subways and underground train tunnels around here recently.MAup wrote:[...] but also have trains go underground.
- Sun Jun 25, 2017 8:43 am
- Forum: Ideas and Suggestions
- Topic: Worker Robots Pathfinding Update (!Important)
- Replies: 4
- Views: 2413
Re: Worker Robots Pathfinding Update (!Important)
I would think the easiest way to fix this would be to consider item's in robots' inventories to be part of the available items in the logistics network. (Only if they're headed for storage chests.) Robot inventories are considered of higher priority than even storage chests, and instead of sending a...
- Sun Jun 25, 2017 8:31 am
- Forum: Ideas and Suggestions
- Topic: New Train-Schedule-Mode / Conditions instead of Train-Stop-Names / Remove Names from Train-Schedule
- Replies: 12
- Views: 5290
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.
- Sun Jun 25, 2017 8:14 am
- Forum: Ideas and Suggestions
- Topic: Opening entities and placing wires from map
- Replies: 3
- Views: 1953
Re: Opening entities and placing wires from map
This is probably asking for trouble, since the implementation would not be easy, but what if we make it so that changes to remote objects require a bot to implement? So, you open the entity, make the change, but it doesn't take effect immediately. Instead it's queued as a construction order, a bot c...
- Sun Jun 25, 2017 6:28 am
- Forum: Ideas and Suggestions
- Topic: Snooze button for alerts
- Replies: 5
- Views: 3067
Snooze button for alerts
TL;DR Snooze button functionality (like on an alarm clock) to temporarily silence global alerts. What? I really love the new alerts system in 0.15. It's so great to be able to build a little circuit to monitor things and alert me when things go wrong. ("I'm out of ammo!", "There's so...
- Wed Jun 21, 2017 7:59 pm
- Forum: Ideas and Suggestions
- Topic: Lazy mode for inserters (to prevent jams)
- Replies: 2
- Views: 1072
Re: Lazy mode for inserters (to prevent jams)
There would be no solution to the first case. Some people propose allowing the inserter to "turn around" to fix it, but this is a much more complicated change, and could cause even more problems. (What should a chain of inserters do when it backs up?) All I'm proposing is to have the inser...
- Thu Jun 01, 2017 2:29 pm
- Forum: Ideas and Suggestions
- Topic: Multi Monitor support
- Replies: 21
- Views: 9369
Re: Multi Monitor support
You know how the devs love debugging obscure v-sync related issues? I'm sure they'd love debugging obscure multi-window related issues too.
Though seriously, this would be a pretty amazing feature.
Though seriously, this would be a pretty amazing feature.
- Thu Jun 01, 2017 12:39 pm
- Forum: Ideas and Suggestions
- Topic: Belt Labels
- Replies: 17
- Views: 8162
Re: Belt Labels
Ideally, it needs to support the standard 4 icons, so you can set it up to show two lanes. (top/bottom split for horizontal, left/right for vertical) I was thinking the same thing, but didn't get it put in the mockup. Maybe this is asking a bit much, but it could be possible to rearrange the icons ...
- Thu Jun 01, 2017 11:34 am
- Forum: Ideas and Suggestions
- Topic: Lazy mode for inserters (to prevent jams)
- Replies: 2
- Views: 1072
Lazy mode for inserters (to prevent jams)
TL;DR Inserters should have a "lazy mode" that makes them not pick up things they don't have room for, and not drop things on the ground, to prevent "inserter jam" What ? Inserters are very powerful, with many behaviors and uses. They can pick things up off the ground and out of...
- Wed May 31, 2017 10:53 am
- Forum: Ideas and Suggestions
- Topic: Toolbar flyout for selection of subtypes of objects
- Replies: 8
- Views: 2358
Re: Toolbar flyout for selection of subtypes of objects
You could even bind such feature to Shift-Scroll, like the blueprint books are now. (ex. Shift+1 for belts, Shift+Scroll to select belt level.)
Do you think you would be able to set the categories manually, or would the game just have a preset list?
Do you think you would be able to set the categories manually, or would the game just have a preset list?
- Wed May 31, 2017 8:32 am
- Forum: Ideas and Suggestions
- Topic: Blueprints and planning with new inventory GUI
- Replies: 8
- Views: 4150
Re: Blueprints and planning with new inventory GUI
I definitely think at least building ghosts needs to be implemented in some form, whether by tool or modifier key. In my mind, you're still building the structures by hand, the tool/modifier is just a hint to the game to pick the right thing automatically and put it there. I would get a lot of use o...
- Tue May 30, 2017 10:31 pm
- Forum: Ideas and Suggestions
- Topic: Belt Labels
- Replies: 17
- Views: 8162
Re: Belt Labels
Yeah, I recently learned that you can use filter inserters to the same effect. It'd just be more clear if the label was on the belt instead.
- Tue May 30, 2017 1:21 am
- Forum: Ideas and Suggestions
- Topic: Belt Labels
- Replies: 17
- Views: 8162
Belt Labels
TL;DR Cosmetic only filters that can be applied to belts to act as labels What ? I'd like to see some way to mark belts with labels. I think this has been suggested before ( https://forums.factorio.com/viewtopic.php?f=6&t=38788 ), in the form of belt history, but I have a different, simpler sug...