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by ssilk
Fri Oct 14, 2022 4:43 am
Forum: Ideas and Suggestions
Topic: Output number of alternative viable train stops with same name to the circuit network
Replies: 3
Views: 971

Re: Output number of alternative viable train stops with same name to the circuit network

Sharing this information over all the base could be simple, if we had wireless radio network connection. See https://forums.factorio.com/viewtopic.php?f=6&t=12652 Connection of circuit network over distances. And there are some mods https://mods.factorio.com/mod/shortwave_fix https://mods.factor...
by ssilk
Fri Oct 14, 2022 4:23 am
Forum: Implemented Suggestions
Topic: Please bring back the "open locomotive button"
Replies: 7
Views: 2387

Re: Please bring back the "open locomotive button"

merge with similar suggestion Note: this is implemented. Or I did misunderstand the suggestion. :) It seems this feature needs a lot more work, so that it could be seen by everybody. And what a stupid idea to put the most interesting buttons on top of the window as very small icons. Nothing learned...
by ssilk
Fri Oct 14, 2022 3:50 am
Forum: Ideas and Suggestions
Topic: Don't connect to deconstructed power / No auto connect wires when deconstruccting
Replies: 10
Views: 1787

Re: no auto connect wires when deconstructing

merged with more or less quite similar suggestion Imagine removing a pole with a bot at a distant outpost and not seeing that you just cut out half of that outpost, including a radar. That can be avoided with this suggestion: https://forums.factorio.com/viewtopic.php?f=6&t=89065 Control Power C...
by ssilk
Wed Oct 12, 2022 6:33 am
Forum: Ideas and Suggestions
Topic: Multiple items to one quickslot
Replies: 4
Views: 1255

Re: Multiple items to one quickslot

I reread this and I think this is a really cool suggestion. Because it points to the power of ā€œfor what could be quick replacement items also usefulā€. And quick replacement into the quickslots are something that jumps into the face.

And it feels there are more ideas into that direction.
by ssilk
Wed Oct 12, 2022 5:59 am
Forum: Ideas and Suggestions
Topic: Add item to define train pathfinding penalty for a railway / Set rail signal penalty from circuit network
Replies: 12
Views: 5962

Re: Add item to define train pathfinding penalty for a railway / Set rail signal penalty from circuit network

merged with older thread You can do this currently by adding stations and switches to force some kind of path through (unused, only there for adding penalty) stations. See also https://forums.factorio.com/viewtopic.php?f=80&t=21899 Control Train Pathfinder (Passthru stations, Add Penalty, Contr...
by ssilk
Tue Oct 11, 2022 6:00 am
Forum: Ideas and Suggestions
Topic: Change fuel inventories to what cargo wagons use
Replies: 4
Views: 1188

Re: Change fuel inventories to what cargo wagons use

See also this discussion
viewtopic.php?f=6&t=57518 Allow Inserters to take fuel from trains again

I see this as counter suggestion. :)
by ssilk
Tue Oct 11, 2022 5:23 am
Forum: Ideas and Suggestions
Topic: Spidertron click-drag move hacknslash style
Replies: 2
Views: 693

Re: Spidertron click-drag move hacknslash style

There is a mod which implements move to mouse click (I call it Diablo movement). Not the same as suggested but similar and could surely changed.

https://mods.factorio.com/mod/move-with-mouse-updated
by ssilk
Mon Oct 10, 2022 6:45 am
Forum: Ideas and Suggestions
Topic: Canceling crafting when inventory is full spills items
Replies: 33
Views: 6622

Re: Canceling crafting when inventory is full spills items

Do developers really read all comments on posts? Of course. Not. ;) ā€¦ even me is not reading everything. There are clear signs that some devs have ā€œtheirā€ subjects. Like boskid with trains. But as dev I wouldnā€™t bother. When itā€™s time to implement a new feature I would make a search for the subject...
by ssilk
Mon Oct 10, 2022 6:31 am
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54542

Re: ARM Build

For a business, the leads to the question of if or how much return on investment (in the broadest sense) will be achieved compared to some other use of time... In other words, priority. - it already exists and is working - took much longer than expected - financial success is questionable (right ta...
by ssilk
Mon Oct 10, 2022 6:09 am
Forum: Ideas and Suggestions
Topic: Stacked Area Charts / Summaries graphs of power/pollution
Replies: 6
Views: 1386

Re: Stacked Area Charts / Summaries graphs of power/pollution

One obvious issue with a stacked area chart is that it won't work well if the order of data series changes while you're looking at it; a similar problem to the reordering of the values under the chart. Luckily there are more suggestions around. https://forums.factorio.com/viewtopic.php?f=6&t=96...
by ssilk
Fri Sep 30, 2022 5:41 am
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54542

Re: ARM Build

I think we all have no good idea what are the real problems , what hinders wube to make an arm version. We can make clever guesses, which are in their eyes might look quite naive (because they have solved those things already). :D So I currently think the problems are not as simple as described here...
by ssilk
Fri Sep 30, 2022 5:20 am
Forum: Ideas and Suggestions
Topic: Canceling crafting when inventory is full spills items
Replies: 33
Views: 6622

Re: Canceling crafting when inventory is full spills items

@SerhiS itā€™s just the way this goes: suggestions are ā€œjust ideasā€. There is this problem and I suggest to solve it like so. There is no property. There is nothing to prevent turning the idea by 180 degrees. The community gives developers options they can choose from and we have no further influence ...
by ssilk
Wed Sep 28, 2022 8:20 am
Forum: Outdated/Not implemented
Topic: Allow "alt" control key to work in the background scenes in the main menu
Replies: 9
Views: 1732

Re: Allow "alt" control key to work in the background scenes in the main menu

posila wrote: ā†‘
Wed Sep 28, 2022 7:18 am
ssilk wrote: ā†‘
Wed Sep 28, 2022 5:10 am
What should then happen, if you turned the background animation off?
What do you mean?
You can turn the whole animation stuff off. When I remember correctly there is a small button in the right corner. Then it displays just a 3d-rendered background image.
by ssilk
Wed Sep 28, 2022 5:16 am
Forum: General discussion
Topic: Parrallel processing in games & applications
Replies: 433
Views: 200230

Re: Multithread the entity update phase

Yes. The actual bottleneck is the RAM, not CPU.
by ssilk
Wed Sep 28, 2022 5:10 am
Forum: Outdated/Not implemented
Topic: Allow "alt" control key to work in the background scenes in the main menu
Replies: 9
Views: 1732

Re: Allow "alt" control key to work in the background scenes in the main menu

Interesting idea. What should then happen, if you turned the background animation off?
by ssilk
Wed Sep 28, 2022 5:06 am
Forum: Ideas and Suggestions
Topic: ARM Build
Replies: 153
Views: 54542

Re: ARM Build

If youā€™re still interested I would write to wube now. 8-)
by ssilk
Wed Sep 28, 2022 5:03 am
Forum: Ideas and Suggestions
Topic: Stacked Area Charts / Summaries graphs of power/pollution
Replies: 6
Views: 1386

Re: Stacked Area Charts / Summaries graphs of power/pollution

Iā€™m sure this suggestion already exists, but couldnā€™t find it.

And this is not only useful for power and pollution, but any type of statistics.
by ssilk
Wed Sep 28, 2022 4:12 am
Forum: Ideas and Suggestions
Topic: Canceling crafting when inventory is full spills items
Replies: 33
Views: 6622

Re: Canceling crafting when inventory is full spills items

Please donā€™t mix spilling when canceling crafting .vs. spilling when inventory shrinks! Luckily we have this already: https://forums.factorio.com/viewtopic.php?f=6&t=96364 Smarter Armor Behavior on Quickbar / Swapping armors / Manage item spilling when swapping armor ā€¦ Strange, how opinions chan...
by ssilk
Sun Sep 25, 2022 3:30 am
Forum: Ideas and Suggestions
Topic: Keep character inventory open, when walking away from other inventory
Replies: 3
Views: 803

Re: Keep character inventory open, when walking away from other inventory

I never thought of this, but makes sense, somehow. For more experienced players. For me this is a switch in the configuration.

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