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by ssilk
Sun Jun 27, 2021 6:35 am
Forum: Outdated/Not implemented
Topic: Train Pathing Improvement (Re: chain signals & parked obstructing trains)
Replies: 9
Views: 437

Re: Train Pathing Improvement (Re: chain signals & parked obstructing trains)

@notRexButCaesar good, I nearly didn’t found the purpose of the suggestion. Strong hint: https://forums.factorio.com/viewtopic.php?f=6&t=47316 suggestion template What to keep here in mind is that Factorio doesn’t take the train length into account. It could lead to stupid situations, when the t...
by ssilk
Sun Jun 27, 2021 6:11 am
Forum: Ideas and Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 56
Views: 7024

Re: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss

This thread is about general option to remove/exchange flashing. The purpose is especially to reduce the ability to produce epilepsy. But there are some more options to achieve this. (*) The linked thread is about handling the type of warning in power-switched networks. (*) my favorite way is simila...
by ssilk
Sat Jun 26, 2021 6:02 am
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 78
Views: 18192

Re: Friday Facts #366 - The only way to go fast, is to go well!

This discussion reminded me to this old discussion https://forums.factorio.com/viewtopic.php?p=13750#p13750 That post in conjunction with this current FFF gives deep insights in how Factorio was/is developed. :) Because it points to a problem, that two systems are so tightly connected to each other,...
by ssilk
Fri Jun 25, 2021 12:57 pm
Forum: Ideas and Suggestions
Topic: Save window geometry upon exit / Remember window positions / Store window size/location between games
Replies: 73
Views: 7978

Re: Could Factorio window geometry be saved upon exit ?

Merged some other topics with existing thread about quite similar topic

See also
viewtopic.php?f=6&t=6996 Completly customizable GUI (with examples)
viewtopic.php?f=80&t=25782 Improvements of the Graphical User Interface (GUI)
by ssilk
Thu Jun 24, 2021 11:04 pm
Forum: Ideas and Suggestions
Topic: Add scroll bar to logistic network
Replies: 7
Views: 9851

Re: Add scroll bar to logistic network

As said: It offers completely different solutions.
by ssilk
Thu Jun 24, 2021 3:13 am
Forum: Frequently Suggested / Link Collections
Topic: Female Character
Replies: 20
Views: 9847

Re: Female Character

I think there should be mods, eventually with cryptic signatures, to allow to install “official extensions mods” without loosing achievements. The female character mod would be one of my first candidates. Much more could be said about handling this “correctly”, but for me correctness is political an...
by ssilk
Thu Jun 24, 2021 2:58 am
Forum: Ideas and Suggestions
Topic: Symmetric fluid dynamics
Replies: 4
Views: 389

Re: Symmetric fluid dynamics

In principle yes, but that discussion is in general, this is a suggestion. Not merged, but thanks for linking. :)
by ssilk
Thu Jun 24, 2021 2:53 am
Forum: Ideas and Suggestions
Topic: Right clicking text box selects all text
Replies: 2
Views: 109

Re: Right clicking text box selects all text

Right, this doubleclick to clear is from the UX really strange, nobody would await to delete a value in a textbox, when double click. Especially when selecting it would do the same functionality in the end. But handy, that I now know about it. :D I looks for me like a compromise: there was no time l...
by ssilk
Thu Jun 24, 2021 2:22 am
Forum: Ideas and Suggestions
Topic: Add scroll bar to logistic network
Replies: 7
Views: 9851

Re: Add scroll bar to logistic network

Not similar. The linked subject is about long lists of items in the crafting manager. This is about long lists of items for logistic/circuits.

For logistic you have the logistic stats (L).

what keeps and makes me crazy is the missing view for the circuits.
by ssilk
Thu Jun 24, 2021 2:07 am
Forum: Assigned
Topic: [Vaclav] [1.1.35] Artifacts on Belt Icons
Replies: 4
Views: 398

Re: [Visuals] Upgrade Belt Icons

I’m not sure. I need to look at it in the game. But if, then it’s a bug. :)


Edit some days later: After I looked very detailed into the game and compared the icon sizes, I mean this is either forgotten or just mixed up. In any case something like a bug. So I moved it from suggestions to bugs. :)
by ssilk
Mon Jun 21, 2021 9:08 am
Forum: Modding interface requests
Topic: Recipe keys or key or normal.key or normal.keys or ...
Replies: 4
Views: 199

Re: Recipe keys or key or normal.key or normal.keys or ...

From own experience with Deadlocks stacking and fixing some bugs with it I can underline this.

But it’s in the wrong board. :) Moving from suggestions to modding interface requests.
by ssilk
Mon Jun 21, 2021 9:03 am
Forum: Ideas and Suggestions
Topic: Move train status indication from floating text to locomotives
Replies: 5
Views: 225

Re: Move train status indication from floating text to locomotives

I would suggest instead, that the train itself indicates it’s status (driving, auto/manual, waiting, wait for load/unload, target full, no path etc.) by some lights on top (instead if icons) and that the moving indicator is an option in configuration that can be turned off, if I learned the lights. ...
by ssilk
Mon Jun 21, 2021 8:38 am
Forum: News
Topic: Friday Facts #366 - The only way to go fast, is to go well!
Replies: 78
Views: 18192

Re: Friday Facts #366 - The only way to go fast, is to go well!

From my own experience and the experience of my colleagues and the whole company I’m working I can say this: Be careful by just overtaking uncle bobs tips without thinking or without understanding why it is useful. For example: Clean code is nice, but functional programming is nicer. But that depend...
by ssilk
Sat Jun 19, 2021 6:50 am
Forum: Outdated/Not implemented
Topic: Fast Long Handed Inserters
Replies: 3
Views: 2509

Re: Fast Long Handed Inserters

Moved to won’t implement.
by ssilk
Sat Jun 19, 2021 6:44 am
Forum: Outdated/Not implemented
Topic: Allow buffer chests to buffer deconstructed items
Replies: 10
Views: 437

Re: Allow buffer chests to buffer deconstructed items

I see it similarly, it would be a massive change of the logistic network with questionable outcome, because it shifts the balance of the storage- to buffer chests, making storage chests suddenly much less useful, because buffer chests then would have filters for many items instead only one. The fact...
by ssilk
Fri Jun 18, 2021 5:32 am
Forum: Outdated/Not implemented
Topic: Allow buffer chests to buffer deconstructed items
Replies: 10
Views: 437

Re: Allow buffer chests to buffer deconstructed items

And then figure out a way to supply all the pieces to the place you are doing prototyping without having the ability to have robots get them there because it's a different network. That's "simpler" only in that it uses the existing system. Well, it’s not on me to tell you how to prototype...
by ssilk
Fri Jun 18, 2021 4:41 am
Forum: Outdated/Not implemented
Topic: Stack Long Hand inserters?
Replies: 2
Views: 144

Re: Stack Long Hand inserters?

This suggestion removes a part of the core puzzle factor, so it reduces gameplay and increases complexity and is so very unlikely implemented into vanilla. As mentioned there are mods.

moved to not implement

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