Search found 95 matches
- Tue Jan 08, 2019 1:22 pm
- Forum: Ideas and Suggestions
- Topic: Deconstruction Planner / Red & Green Wires
- Replies: 6
- Views: 2554
Re: Deconstruction Planner / Red & Green Wires
+1 It would also be nice to be able to blacklist trees/rocks, so the inverse of the trees/rocks only option. Often I want to remove all my machines from an area near (or containing!) some non-rectangular groups of trees without disturbing the trees. (I generally play with a self imposed rule of try ...
- Tue Jan 08, 2019 1:11 pm
- Forum: Ideas and Suggestions
- Topic: Allow Inserters to take fuel from trains again
- Replies: 50
- Views: 12204
Re: Allow Inserters to take fuel from trains again
Suggestion: allow all inserters, not just filter ones, to remove fuel from locomotives, if and only if there is at least one full fuel slot (other than the one being removed from). This would allow daisy chaining, and automatic fuel type changes, while never leaving a loco with less than one full s...
- Fri Jan 04, 2019 1:28 pm
- Forum: Ideas and Suggestions
- Topic: Save password for multiplayer games
- Replies: 15
- Views: 4384
Re: Save password field when joining a server
From a security standpoint saving passwords is a bad practice (I'm talking about the apps that store passwords for ease of use, not the apps designed as password safes). Doesn't make this a bad suggestion, we're talking about a password that stops someone griefing a game server, not one that protec...
- Fri Jan 04, 2019 1:24 pm
- Forum: Ideas and Suggestions
- Topic: Allow Inserters to take fuel from trains again
- Replies: 50
- Views: 12204
Re: Allow Inserters to take fuel from trains again
Suggestion: allow all inserters, not just filter ones, to remove fuel from locomotives, if and only if there is at least one full fuel slot (other than the one being removed from). This would allow daisy chaining, and automatic fuel type changes, while never leaving a loco with less than one full st...
- Thu Jan 03, 2019 1:42 pm
- Forum: Ideas and Suggestions
- Topic: Drop to output
- Replies: 1
- Views: 526
- Mon Dec 17, 2018 6:25 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32841
Re: Friday Facts #273 - Cutscene controller & Localisation plan
I do have a suggestion for the cutscene controller: Homeworld letterboxed the screen as a clear signal that the game was taking control of your view for such purposes. I highly recommend implementing such a signal, as without it, I start wondering if I'm crashed, hacked, or softlocked when such thi...
- Sat Dec 15, 2018 5:19 pm
- Forum: News
- Topic: Friday Facts #273 - Cutscene controller & Localisation plan
- Replies: 79
- Views: 32841
Re: Friday Facts #273 - Cutscene controller & Localisation plan
I donβt know how difficult is to translate it to a Screen saver ? Probably fairly hard. It's a multiplayer game, and windows screensavers iirc need to be compiled as some special kind of executable, which factorio.exe is not. That said, a prerendered video might work. A Windows screensaver .scr is ...
- Fri Oct 26, 2018 10:36 pm
- Forum: News
- Topic: Friday Facts #266 - Cleanup of mechanics
- Replies: 583
- Views: 209864
Re: Friday Facts #266 - Cleanup of mechanics
> Pickaxe removal Single hand-mining speed stat, improveable by research, and no more suddenly having to craft picks when they arbitrarily run out? Yay! > Removing burner efficiency in base game Makes sense, and mods can undo the change and provide their own efficiency per prototype, no problems her...
- Mon Oct 22, 2018 12:35 pm
- Forum: Ideas and Suggestions
- Topic: Enable chat while paused
- Replies: 8
- Views: 2149
Re: Enable chat while paused
Then maybe send a copy of the chat messages to that API, and if chatting while the game is paused, send all such messages at once when the game is unpaused?
- Mon Oct 22, 2018 12:21 pm
- Forum: Ideas and Suggestions
- Topic: Enable chat while paused
- Replies: 8
- Views: 2149
Re: Enable chat while paused
Is there a case here for making chat messages *not* part of the game state?
Commands can affect the game, but those could be separated out beforehand. And the game can of course produce chat messages, but it can't receive them, so that can just be an output merged with other players' messages.
Commands can affect the game, but those could be separated out beforehand. And the game can of course produce chat messages, but it can't receive them, so that can just be an output merged with other players' messages.
- Mon Oct 22, 2018 12:18 pm
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 20335
Re: Commenting combinators
What about just allowing combinators to be named, like train stations? That should give you space for the comment, as well as appearing when hovered over, and should be easy to accomplish as entity naming is already possible. Sounds like a good idea -- until you think of the mess this would result ...
- Fri Oct 19, 2018 11:53 am
- Forum: Implemented in 2.0
- Topic: Comments on Deciders, possibly other entities
- Replies: 64
- Views: 20335
Re: Commenting combinators
What about just allowing combinators to be named, like train stations?
That should give you space for the comment, as well as appearing when hovered over, and should be easy to accomplish as entity naming is already possible.
That should give you space for the comment, as well as appearing when hovered over, and should be easy to accomplish as entity naming is already possible.
- Mon Oct 15, 2018 12:59 pm
- Forum: Ideas and Suggestions
- Topic: Circuits: enhancing rail signal function
- Replies: 6
- Views: 2521
Re: Circuits: enhancing rail signal function
+1 though I'd suggest a signal outputs the ID of the train that has reserved it (if orange) or of the train that is in the next block (if red). It should only send a signal of a train in the rail signal's block. Why? Orange and red both reserve the block and prevent other trains entering it. Surely...
- Thu Oct 11, 2018 12:36 pm
- Forum: Ideas and Suggestions
- Topic: AWay to totally lock a track path.
- Replies: 63
- Views: 20590
Re: AWay to totally lock a track path.
eradicator, Tekky, bobingabout: I'm not trying to argue with any of you, you're saying the same things as I tried to, just in different words. I was trying to point out that the reason chain signals do not need to affect pathfinding differently to regular signals when OpenTTD's pre-signals do is due...
- Wed Oct 10, 2018 12:56 pm
- Forum: Ideas and Suggestions
- Topic: Circuits: enhancing rail signal function
- Replies: 6
- Views: 2521
Re: Circuits: enhancing rail signal function
There might be a distinct train signal, sent by each train, containing the train ID. This signal should be also gained by rail signals, not just stations. It is returned for the (first) train that is currently in the "block" where the rail signal is the/one exit. Alternatively rail signal...
- Wed Oct 10, 2018 12:47 pm
- Forum: Ideas and Suggestions
- Topic: Train Station Color on Gui
- Replies: 3
- Views: 1661
Re: Train Station Color on Gui
+1 for a colour swatch
- Wed Oct 10, 2018 12:45 pm
- Forum: Ideas and Suggestions
- Topic: Show circuit network signal on non-pole entity
- Replies: 14
- Views: 4418
Re: Show circuit network signal on non-pole entity
+1, I'm constantly wanting to be able to see signal info on the non-pole entities. Usually to see them at the same time as other info on the entity.
- Wed Oct 10, 2018 12:41 pm
- Forum: Ideas and Suggestions
- Topic: AWay to totally lock a track path.
- Replies: 63
- Views: 20590
Re: AWay to totally lock a track path.
A chain signal acts exactly the same as a regular signal, except that it also prevents a train passing if the next signal that that train would encounter (based on that train's current path) cannot be passed by that train. That seems kind of pointless. They're supposed to be based on Pre signals an...
- Tue Oct 09, 2018 12:39 pm
- Forum: Ideas and Suggestions
- Topic: AWay to totally lock a track path.
- Replies: 63
- Views: 20590
Re: AWay to totally lock a track path.
Chain signals basically look ahead and turn green if any after them are green, and also act as a "you may take any path after me" markers too. I'm not 100% on how they work to be honest, but I've told what I do know. Nothing about a chain signal tells the train it may take any path, no mo...
- Fri Jul 06, 2018 7:11 pm
- Forum: News
- Topic: Friday Facts #250 - Dead end conclusion
- Replies: 142
- Views: 55478
Re: Friday Facts #250 - Dead end conclusion
Just want to say I'm loving this proposal!
This should really make blueprints much easier to work with, and I'd really like to see the action bar in the game too.
This should really make blueprints much easier to work with, and I'd really like to see the action bar in the game too.