Search found 95 matches
- Wed Jun 27, 2018 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Editing in map view
- Replies: 12
- Views: 4727
Re: Editing in map view
+1 Since we already have the ability to fiddle with ghost entities, trains and train stops anywhere that is covered by a radar, we should really be able to edit anything that doesn't require picking up or placing down resources in the same way. Inserter filters/stack size overrides, combinator setti...
- Wed Jun 27, 2018 8:34 pm
- Forum: Ideas and Suggestions
- Topic: Picking up chests after they're placed!
- Replies: 5
- Views: 2020
Re: Picking up chests after they're placed!
A separate "pushable chest" entity, perhaps with the restriction (for balancing) that it could only be pushed on top of stone/concrete path and not any old terrain, would be a nice addition. Of course you can use a train wagon for this too, but that'd require rails, an engine, and a lot mo...
- Wed Jun 27, 2018 8:17 pm
- Forum: Ideas and Suggestions
- Topic: Shift Right Click on a train stop to paste it onto train.
- Replies: 2
- Views: 1291
Re: Shift Right Click on a train stop to paste it onto train.
Wouldn't it be even easier to shift-right-click a train stop while a train window is open to instantly add it to the end of the train's order list? As someone who's used to Transport Tycoon's "click Go To, then click station on map" pattern, and now has probably 100+ stations in their stat...
- Wed Jun 27, 2018 7:48 pm
- Forum: Releases
- Topic: Version 0.16.51
- Replies: 121
- Views: 94781
Re: Version 0.16.51
.... The fact that Duracell has an interest to prevent trademark dilution does not get them legally anywhere though. You do not compete in the same market, you do not mislead others into believing you are affiliated with Duracell. You produce a product of art and are exercising your right to nomina...
- Sun May 20, 2018 1:52 pm
- Forum: Ideas and Suggestions
- Topic: Don't restart after exiting mod portal listing
- Replies: 9
- Views: 3268
Re: Don't restart after exiting mod portal listing
I don't think Factorio should have a launcher. For the 99% of the time when you're just playing the game, and NOT fiddling about with mods and settings and updates, it's better as it is now where you can just run the game and... go straight into it instead of having to run a launcher first. But... i...
- Sun May 20, 2018 1:42 pm
- Forum: News
- Topic: Friday Facts #243 - New GUI tileset
- Replies: 167
- Views: 58820
Re: Friday Facts #243 - New GUI tileset
JESUS CHRIST CANT YOU FIX THOSE BEVEL/SHADOW/GLOW/ETC GRADIENT RAMPS INTO SOMETHING MORE REASONABLE FFS?! YOU'RE MAKING THE UI EVEN WORSE THAN IT WAS!!! Seriously. Like super seriously. SUPER SUPER SERIOUSLY. You're making everything look blurred and out of focus. The panel borders are a DISGRACE. ...
- Tue Mar 06, 2018 7:18 pm
- Forum: Outdated/Not implemented
- Topic: Set chain signals to red via circuit network
- Replies: 95
- Views: 26900
Set chain signals to red via circuit network
Suggestion: allow a connected chain signal to be set to red by a circuit network signal just like a regular signal can be set to red. Why? I wanted to add additional conditions to some junctions in my network, mainly to give priority to certain trains. However, if you want to set a signal to red via...
- Tue Mar 06, 2018 7:14 pm
- Forum: Implemented Suggestions
- Topic: Circuit network connection to chain signals
- Replies: 9
- Views: 3037
Re: Circuit network connection to chain signals
Wiring a chain signal is more confusing than useful. What does it mean if a light is set blue? Does green mean all paths are forced open? Which paths do a yellow actually warn about? There's too much ambiguity and it's going to give you nothing but headaches. Blue means at least one exit signal is ...
- Tue Mar 06, 2018 7:00 pm
- Forum: Ideas and Suggestions
- Topic: limit chests to one stack by default
- Replies: 20
- Views: 7595
Re: limit chests to one stack by default
Hmm, my intention behind zero stacks was so that you can place chests next to live inserters and not have them automatically start placing things into the chest until you set the limit.
Perhaps the option could be disabled, one stack, or zero stacks.
Perhaps the option could be disabled, one stack, or zero stacks.
- Sun Mar 04, 2018 1:48 pm
- Forum: Ideas and Suggestions
- Topic: limit chests to one stack by default
- Replies: 20
- Views: 7595
Re: limit chests to one stack by default
+1 But with a few changes: * Have this as an option (not default) as suggested by Tekky * If turned on with the above option, limit to zero stacks by default, not one (so that you have to explicitly set the limit) * When changing the limit, the existing limit should not be removed until the new limi...
- Sun Mar 04, 2018 1:40 pm
- Forum: Ideas and Suggestions
- Topic: Don't allow construction bots to take last Item from hand
- Replies: 6
- Views: 2269
Re: Don't allow construction bots to take last Item from hand
+1 to mp0011's post. I'd like to be able to ghost-place items I have researched but not got in my inventory. But perhaps instead of middle-clicking craftable items it could be implemented as pressing "q" while hovering over a craftable item in the menu just like pressing "q" whil...
- Sun Mar 04, 2018 1:36 pm
- Forum: Implemented Suggestions
- Topic: Circuit network connection to chain signals
- Replies: 9
- Views: 3037
Re: Circuit network connection to chain signals
Ooh excellent. β
Nevermind then, please forgive me for failing to search the "implemented" forum as well as this one! I shall eagerly await the stable.
Nevermind then, please forgive me for failing to search the "implemented" forum as well as this one! I shall eagerly await the stable.
- Sun Mar 04, 2018 1:34 pm
- Forum: Ideas and Suggestions
- Topic: "No path" and "missing station" alerts (example shown)
- Replies: 3
- Views: 1980
Re: "No path" and "missing station" alerts (example shown)
+1
to both the original "no path" alert suggestion, and the "out of fuel" alert suggested by eradicator.
Currently my production or energy graphs are typically the first sign of train issues for me... and by then it's a bit too late and takes rather a while to solve!
to both the original "no path" alert suggestion, and the "out of fuel" alert suggested by eradicator.
Currently my production or energy graphs are typically the first sign of train issues for me... and by then it's a bit too late and takes rather a while to solve!
- Sun Mar 04, 2018 1:29 pm
- Forum: Ideas and Suggestions
- Topic: Block rail section based on train condition
- Replies: 18
- Views: 5977
Block rail section based on train condition
TL;DR: Allow clicking a rail entity (or segment) to bring up a GUI where conditions can be set; then whenever a train does pathfinding and sees that rail entity (or segment), if the conditions are met for that train, the pathfinding acts as if that entity (or segment) doesn't exist (and thus goes a ...
- Sun Mar 04, 2018 1:01 pm
- Forum: Implemented Suggestions
- Topic: Circuit network connection to chain signals
- Replies: 9
- Views: 3037
Circuit network connection to chain signals
My suggestion is to: allow red/green/yellow/blue color to be read from a connected chain signal (just like red/green/yellow can be read from a regular signal), and allow a connected chain signal to be set to red by a circuit network signal just like a regular signal can be set to red. Why? I wanted ...
- Wed Feb 28, 2018 9:05 am
- Forum: News
- Topic: Friday Facts #231 - Belt compression & Crash log uploading
- Replies: 89
- Views: 45455
Re: Friday Facts #231 - Belt compression & Crash log uploading
My thoughts on the privacy / crash report issue: 1. I personally agree with Factorio sending crash reports 2. I understand what you mean by users being in the habit of not sending reports or turning off reports out of habit and that they would opt out for no good reason if it was an explicit choice ...
- Sun Oct 15, 2017 10:17 pm
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 63754
Re: Friday Facts #212 - The GUI update (Part 1)
I've got a sugestion to solve the problem with highly requested demand of having the option to add more than one train to a scheduling list and the goal to be clearly understandable for newbes. I have use MS-Paint to reorder some things in mockups ... I felt like I was the only one reading the thre...
- Sat Aug 19, 2017 7:17 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 39201
Re: Friday Facts #204 - Another day, another optimisation
Except that in this case the added entity will not be processed during the current pass. I suspect you wouldn't want to: if you did, you could end up with an infinite loop if (somehow) each entity decided that activating another entity was necessary, especially if that entity had already been proce...
- Sat Aug 19, 2017 2:46 pm
- Forum: News
- Topic: Friday Facts #204 - Another day, another optimisation
- Replies: 93
- Views: 39201
Re: Friday Facts #204 - Another day, another optimisation
Doesn't work if you're actually destroying entities outside their own update call though, because you may end up swapping an entity which acted this cycle with one which has not. Not if you iterate the vector from end to beginning. Some pseudo if you wanted to make particle system: for (p = PCount-...
- Fri May 19, 2017 8:55 pm
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 148603
Re: Friday Facts #191 - Gui improvements
But please change the hotbar hotkeys from [shift]+1..5 to 6..0 Many people have suggested this and my reaction is no, please don't! 6-0 are hard to reach since your right hand is on the mouse. I use things like shift-1 for splitter, shift-2 for underground belt all the time... if it was 6 and 7 it'...