Search found 90 matches

by CzBuCHi
Sat Aug 11, 2018 9:39 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 52051

Re: Friday Facts #255 - Construction tools

Sounds good, but for UNDO I would restrict it to current screen/view only. Even with long reach settings. I imagine situations, where I press CTLR+Z and nothing happened. Nothing near the player... But far away, in remote factory outpost, some crucial infrastructure element just gone out of existen...
by CzBuCHi
Fri Aug 10, 2018 4:36 pm
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 52051

Re: Friday Facts #255 - Construction tools

All nice QOL improvements :-) when it get public? ;o) anyway: so when the player presses Q, it will invoke a small selection popup next to the mouse, so the player can explicitly select what to do what about keyboard sequences: pressing one key, then another? for example: Q, Q: destroy Q, E: to inve...
by CzBuCHi
Thu Aug 09, 2018 8:19 pm
Forum: Outdated/Not implemented
Topic: Personal robots prioritizing nearest first
Replies: 194
Views: 60070

Construction bots non-random item placing

What ? Make construction bots place items not randomly all over the blueprint but only when there is already placed item or player nearby.... Why ? Currently after placing smelter BP and having only few bots, it takes really long time before smelter can produce anyting because bots are spraying ite...
by CzBuCHi
Sat Aug 04, 2018 10:40 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 82236

Re: Friday Facts #254 - No research queue for you

im currently using auto research mod, so if research queue didnt make it to vanilla game im fine with it - thats why mods exists in first place... PS: Why not tie research queue to achievment? for ex. after firing rocket and starting new game? - new player will not get distracted by it and can enjoy...
by CzBuCHi
Sat Jul 14, 2018 8:43 am
Forum: Ideas and Suggestions
Topic: Copper wire automatic connection
Replies: 7
Views: 3190

Copper wire automatic connection

TL;DR When placing power pole connect it to nearby power poles with restriction, that new copper wire will not cross already placed copper wire connections. What ? I never like look of copper wires crossing each other, so every time when game decides to create one of these (see image) im manually r...
by CzBuCHi
Sun Jul 08, 2018 4:42 pm
Forum: Ideas and Suggestions
Topic: Blueprint Edit - Ability to Zoom In/Out
Replies: 50
Views: 19057

Re: I want to make suggestions, but I got links to mods!! :(

<NO_NAME> wrote:OK, which moderator was drunk today?
Tehnically that was my bad ... i didnt noticed that 3 year old post :) ... (also adding any comment to that post is .. ehm thread necrophilia? )
by CzBuCHi
Wed Jul 04, 2018 2:23 pm
Forum: Ideas and Suggestions
Topic: Blueprint Edit - Ability to Zoom In/Out
Replies: 50
Views: 19057

Ability to zoom in to part of large blueprint

TL;DR Ability to zoom in to part of large blueprint What ? When large blueprint is shown, add ability to zoom in into part of that bp, so player can remove unwanted parts of bp without need to click that 2x2 pixel square as now ... Why ? Large blueprints are showin with large zoom factor, so they f...
by CzBuCHi
Fri May 11, 2018 5:49 pm
Forum: Ideas and Suggestions
Topic: Train station circuit condition based on another station state
Replies: 0
Views: 547

Train station circuit condition based on another station state

TL;DR Ability to hold train in station until next station on train shedule is enabled. What ? When having this type of shedule: Load stack Load Unoad stack Unoad on which stations "Load" and "Unload" get disabled via circuit network. Train will loop between stack stations. Curre...
by CzBuCHi
Tue May 08, 2018 8:42 pm
Forum: Gameplay Help
Topic: Train circuit condition "next station enabled"
Replies: 10
Views: 4630

Re: Train circuit condition "next station enabled"

!@#$ ... i didnt wanna start war over here :D

i think (at least for now) im resolving this by rail signal at stack exit, that turns red when all related stations are red ...
by CzBuCHi
Tue May 08, 2018 10:45 am
Forum: Gameplay Help
Topic: Train circuit condition "next station enabled"
Replies: 10
Views: 4630

Train circuit condition "next station enabled"

Hello, just got into train phase of the game and now need little kick in right direction :) I have train with this shedule: 1) Mine Stack - blocked by chain signal 2) Mine - wait until full 3) Smelter Stack - blocked by chain signal 4) Smelter - wait until empty My trouuble is that when Mine and Sme...
by CzBuCHi
Wed Apr 18, 2018 7:21 pm
Forum: News
Topic: Friday Facts #237 - Rich & interactive text
Replies: 72
Views: 37774

Re: Friday Facts #237 - Rich & interactive text

I can imagine also another usage of this:

Image

lua can replace icon strings with code, that returns given signal and has loadstring function to execute it ... :)
by CzBuCHi
Tue Apr 17, 2018 3:47 pm
Forum: Ideas and Suggestions
Topic: Train navigation checkpoint
Replies: 12
Views: 4388

Re: Train navigation checkpoint

Simple workaround: 1) place train station (duh) 2) place rail signal before station 3) connect station and signal with wire 4) set station enabled state to green signal this way train will pathfind to that station, but when get close enough for rail signal to detect it (change to yellow) train stat...
by CzBuCHi
Tue Apr 17, 2018 3:43 pm
Forum: Ideas and Suggestions
Topic: Game Launcher
Replies: 10
Views: 2916

Re: Game Launcher

betrok wrote:
CzBuCHi wrote:probably in electron
Disgusting %)
Agree :)
by CzBuCHi
Mon Apr 16, 2018 5:12 pm
Forum: Ideas and Suggestions
Topic: Game Launcher
Replies: 10
Views: 2916

Re: Game Launcher

in regards of mods management and settings i think it would be possible to write custom launcher - probably in electron, because fork :D

- technically "only" thing we need is format of "mod-settings.dat" file ... but that is just another crazy idea of mine :)
by CzBuCHi
Mon Apr 16, 2018 4:58 pm
Forum: Ideas and Suggestions
Topic: Train navigation checkpoint
Replies: 12
Views: 4388

Re: Train navigation checkpoint

Simple workaround: 1) place train station (duh) 2) place rail signal before station 3) connect station and signal with wire 4) set station enabled state to green signal this way train will pathfind to that station, but when get close enough for rail signal to detect it (change to yellow) train stati...
by CzBuCHi
Mon Apr 16, 2018 4:44 pm
Forum: This Forum
Topic: forum cursor hard to see
Replies: 9
Views: 4764

Re: forum cursor hard to see

wow ... i didnt know i can change site skin ... thanks :) ...
PS: other skins are ugly as hell, but at least functional :/
by CzBuCHi
Sun Apr 15, 2018 11:01 pm
Forum: This Forum
Topic: Mouse invisible
Replies: 1
Views: 1242

Mouse invisible

Hey... im having little trouble finding mouse cursor, when i leave it inside this textarea im currently writing this text - see screenhot: Image

can someone tweak css in here please?


Thx
by CzBuCHi
Sun Apr 15, 2018 10:51 pm
Forum: Ideas and Suggestions
Topic: Ability to move combinator with wires still attached
Replies: 7
Views: 2331

Re: Ability to move combinator with wires still attached

One problem with moving combinators with wires attached is that all attached wires have a maximum length. This length could be exceeded for one of the wires after moving. Related thread: https://forums.factorio.com/viewtopic.php?f=6&t=52375 Drag Entities with Circuit Connections intact oh .. i ...
by CzBuCHi
Sun Apr 15, 2018 8:50 pm
Forum: General discussion
Topic: Rotate electric pole
Replies: 5
Views: 3100

Re: Rotate electric pole

You can detatch and manually attach the cables. This means the poles will rotate in a predictable way. Yes it results in a predictable result, but if OP wants the pole to be rotated in a very specific way independent from how the cables are attached then manually detaching/attaching cables doesn't ...
by CzBuCHi
Sun Apr 15, 2018 8:47 pm
Forum: Ideas and Suggestions
Topic: Ability to move combinator with wires still attached
Replies: 7
Views: 2331

Ability to move combinator with wires still attached

As title says ...

it would ease some headache when trying to fit some crazy combinator contraption into tight place :)

PS: maybe include all things, that can be connected with wires?

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