"WOW, moders will be able to add buttons to toggle roboport... wait, what is this text here?
![Shocked :shock:](./images/smilies/icon_eek.gif)
I love every part of this FFF.
Sounds cool! What's that? Is it some kind of info overlay?Alt Mode
Someone sent me the save game, just to diagnose a bug,rcbrito91 wrote: Sat Feb 02, 2019 2:03 pm I keep wondering why the name of the stations, in this FFF, is in portuguese...
Pinga wrote: Fri Feb 01, 2019 5:59 pm Amazing. Specially the toolbar, and toggles.
Would you kindly add an option to Toggle Personal Logistics? For example, when you die, you don't need to re-request everything, since your stuff is waiting for you in your body. Actually, it would be really convenient if there was an option to automatically turn off the personal requests when you die. Another use case is that sometimes you don't want to dump your auto-trash slots unless you are in the correct zone. Or maybe you just want to reorganize your inventory, and need the personal requests to be off for a little bit.
Seems very useful to me, and shouldn't be too complicated to implement.
Nice... For a moment I thought that a portuguese or a brazilian were part of the team
That's easy: wire a rail signal to anything at all, set it "close if chest=chest" or something, next train through will stop there. To continue, cut the wire or pull the signal or have a two-bp book and paste the blueprint with no-close parameters. Maybe a constant combinator-railsignal pair would be easiest, that's unusual enough to make it easy to spot one you've already placed, but anything would do.
ZaYeR wrote: Sat Feb 02, 2019 2:14 amThere is no nesting. So if you wanted to have a OR condition that is nested in a AND condition, you would have to duplicate theGuiltyBystander wrote: Fri Feb 01, 2019 5:41 pm I like the idea of the AND/OR visualization, but it's still are confusing. These are binary operators that exist between conditions, not on the same line as each.
So, I'm not the only one.
I think, that something like that would be more intuitive. It's quick edit, but you can take the idea.
I think just having a button that shows as a chain - either broken or linked - to AND conditions. It maybe is not as orthogonal to the UI style, but it both solves the visual cues like the left bracket and the buttons in one. There is only 1 problem with this still... it is only 1 layer. There is no nesting. So if you have A + B*(C + D), it has to be done like A + B*C + B*D. It makes it harder to see what is happening. From a developer standpoint though, nesting is also harder to setup with buttons and visual stuff.QGamer wrote: Fri Feb 01, 2019 8:43 pm Your idea to visually show and/or precedence is great!
But the UI you show is not so great. It is not obvious if the "or" falls in between the grouped areas or inside the second one.
The UI you had shown us is easier to understand, yes, but it is still not understandable enough.
Do something like this:
Factorio_Train_GUI_Mockup.png
I need some easy way to see where the groupings fall, and how the groups are nested.
Also: I just noticed: "passenger present" is a valid condition! That's pretty cool.
Thank you for taking the time to care about us players and our understanding of the game.![]()
Third gif down sounds like it might help with this problem, Ctrl will highlight the route from the station to your cursor point, go along the route you think the train should take, and when it stops highlighting the route, the problem is in that area.steinio wrote: Sat Feb 02, 2019 10:13 am If a station is not reachable because of no pathhow about drawing the yellow line backwards from the station until it breaks? So it would be easy to see where the failure is.
Exactly this. I'll probably use temp stops a lot with my PAX/construction trains, but I'm still going to want them to stay where they are when I get off. I can't see myself hijacking random busy trains very often when I have dedicated trains loaded with things I need expressly for getting around, so a manual toggle will still be used a lot. Also, as a keyboard shortcut; as Zavian said before, I don't think I've ever used the connect/disconnect keys in anger, so they're ripe to be reassigned for something more useful.Zavian wrote: Sat Feb 02, 2019 7:29 amYes that will help somewhat, but I'll still need to toggle manual mode anytime I want to manually move my construction train. (I often build rails by placing blueprints as I manually drive the train slowly forward).gamerlink wrote: Sat Feb 02, 2019 6:37 am Though, they've added the functionality for temporary stops, allowing you to "hijack" a train, set a temporary stop and then the train will continue as normal after dropping you off. So there isn't much need for toggling automatic/manual mode anymore.
Also everytime I build a new train, and set its route, I need to switch it to automatic mode. I can do that by opening the train's gui and clicking goto station XXX, or by opening the train's gui to toggle automatic mode, but it would be faster and more convenient to just point at a train, and hit a hotkey to toggle automatic mode.
I would actually like to see a bit cascade of this conditions as they are applied with AND,OR, both visible, but technicaly to "brackets in equation be apparent"5thHorseman wrote: Sat Feb 02, 2019 10:02 amThe 2nd condition doesn't have an or in it. That or splits the 2 conditions.Cobaltur wrote: Sat Feb 02, 2019 9:34 am a little bit better presentation but still not predictable
here the screen of FFF
is the 2nd condition
- A or ( B and C )
- (A or B ) and C
It's
(Empty Cargo AND 30s passed)
OR
(Passenger Present AND 20s inactive AND Circuit condition)
I'd actually like it if the groupings didn't include the OR, they'd be a bit more clear. But still it is what it is.
Press literally the ALT key and details of your factory appear. It's there since ages.bobucles wrote: Sat Feb 02, 2019 2:30 pmSounds cool! What's that? Is it some kind of info overlay?Alt Mode
Factiorio 2: Revenge of the Locomotive is looking very nice!