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Re: Friday Facts #138 - Better Circuit Network III

Posted: Sat May 14, 2016 6:45 pm
by Maja153
What i would like to see soon, is that (at least smart) inserters would have reconfigurable in- and outputs, meaning that you could set the input square from within its range as well as its output. It would be soo 'handy' (see what i did there?) and would make things far more compact. I think it's a great idea, and i'm pretty sure that many people agree or have posted this idea before possibly. Thanks. :idea:

Re: Friday Facts #138 - Better Circuit Network III

Posted: Sat May 14, 2016 9:27 pm
by Bi0nicM4n
First of all, congrats on getting those two awards, they are well deserved. Factorio, despite being an alpha, already accomplished more than many games do after release. Keep up the good work.

On this FFF - with belts detection we can now tell if there is enough ore for smelters, or enough plates in circuit factory, and etc, which is super useful. I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?

Re: Friday Facts #138 - Better Circuit Network III

Posted: Sat May 14, 2016 10:09 pm
by ratchetfreak
Bi0nicM4n wrote:First of all, congrats on getting those two awards, they are well deserved. Factorio, despite being an alpha, already accomplished more than many games do after release. Keep up the good work.

On this FFF - with belts detection we can now tell if there is enough ore for smelters, or enough plates in circuit factory, and etc, which is super useful. I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
and it lets us do proper !SCIENCE! with belt mechanics

Re: Friday Facts #138 - Better Circuit Network III

Posted: Sun May 15, 2016 3:05 am
by siggboy
Bi0nicM4n wrote:I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
My guess is that it won't be possible anymore to make logistic chests. Kappa.

Re: Friday Facts #138 - Better Circuit Network III

Posted: Sun May 15, 2016 3:28 am
by golfmiketango
TheUnknown007 wrote:I just love how you guys win two awards at a game of the year awards ceremony and it's only mentioned briefly, like "and we're gonna make this, and that was done, and stuff was implemented, oh and we won some rewards but that's not important, here's the link to the forums to tell us about what you think of the new features"
this.

Re: Friday Facts #138 - Better Circuit Network III

Posted: Sun May 15, 2016 4:16 am
by Aonova
Maja153 wrote:What i would like to see soon, is that (at least smart) inserters would have reconfigurable in- and outputs, meaning that you could set the input square from within its range as well as its output. It would be soo 'handy' (see what i did there?) and would make things far more compact. I think it's a great idea, and i'm pretty sure that many people agree or have posted this idea before possibly. Thanks. :idea:
This^

There are a myriad of mods which aim to emulate this much needed functionality, by giving 90 degree left/right inserters or whatnot. Its popularity really attests to its necessity. Having it officially supported in vanilla would be great. Also, the standardization of inserter types across all tiers would be great, like having long burner inserters, etc.

Re: Friday Facts #138 - Better Circuit Network III

Posted: Sun May 15, 2016 5:39 am
by brunzenstein
siggboy wrote:
Bi0nicM4n wrote:I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
My guess is that it won't be possible anymore to make logistic chests. Kappa.
Contrary!
As far as I understand; all chests will be connectable eg. circuit ones (and have after being researched) the additional ability to become logistics chests. Great stuff indeed!

Re: Friday Facts #138 - Better Circuit Network III

Posted: Sun May 15, 2016 7:37 am
by siggboy
brunzenstein wrote:
siggboy wrote:
Bi0nicM4n wrote:I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
My guess is that it won't be possible anymore to make logistic chests. Kappa.
Contrary!
As far as I understand; all chests will be connectable eg. circuit ones (and have after being researched) the additional ability to become logistics chests. Great stuff indeed!
You should look up what "Kappa" means :).

Re: Friday Facts #138 - Better Circuit Network III

Posted: Sun May 15, 2016 12:53 pm
by Bi0nicM4n
brunzenstein wrote:
siggboy wrote:
Bi0nicM4n wrote:I have one question though, now that there is no smart chest anymore, how do we make logistic chests? Are smart chests replaced with steel ones in those recipes?
My guess is that it won't be possible anymore to make logistic chests. Kappa.
Contrary!
As far as I understand; all chests will be connectable eg. circuit ones (and have after being researched) the additional ability to become logistics chests. Great stuff indeed!
In my opinion, having several logistic chests as we have now is better since you don't have to configure them to either request/provide/store items and etc. You just slap them down - done! I'm not willing to put some universal chest and then make it provider chest if I can simply put down a chest made specifically to provide items. After all, 4 more assemblers making logi-chests are nothing much to talk about.

Besides, if you only have one universal logi-chest then it becomes a pain to distinguish what it does and where. As of now you can tell what the chest is doing just by looking at it, since it's color represents it's function.

Re: Friday Facts #138 - Better Circuit Network III

Posted: Sun May 15, 2016 1:20 pm
by siggboy
Guys, relax. I'm 99% sure the old logistic chests will still be there, and they'll build from a steel chest instead of a smart chest.

Re: Friday Facts #138 - Better Circuit Network III

Posted: Mon May 16, 2016 7:19 am
by hickop
Congratualtion for the awards and for the hard work you're putting in that lovely game.
Me and my friend are impatiently waiting for 0.13 to start a new game.

Re: Friday Facts #138 - Better Circuit Network III

Posted: Mon May 16, 2016 8:54 am
by Neotix
I see that new decider combinator behavior is similar to my proposition (viewtopic.php?f=6&t=23264). I'm glad about that change.

I also see that you make changes in GUI and interface features (e.g. highlighting wires). I would like to propose another feature that will help with connecting huge amount of entities and reduce clicking madness :D viewtopic.php?f=6&t=22227

Re: Friday Facts #138 - Better Circuit Network III

Posted: Tue May 17, 2016 12:54 pm
by matjojo
Congratulations on the awards!

Re: Friday Facts #138 - Better Circuit Network III

Posted: Tue May 17, 2016 7:45 pm
by Nova
This whole news about more Circuit Network stuff sounds so awesome. 0.13 will be so awesome. The whole game is awesome. :D

Re: Friday Facts #138 - Better Circuit Network III

Posted: Fri May 20, 2016 11:57 am
by vincenteam
congratz for the award !

Re: Friday Facts #138 - Better Circuit Network III

Posted: Fri May 27, 2016 7:08 pm
by equitime77
Congrats on the well deserved awards

Re: Friday Facts #138 - Better Circuit Network III

Posted: Tue May 31, 2016 6:20 pm
by doc
Solyx wrote:So... when are you guys going to make programmable blueprint placers for roboports?

Finalize that one capability, and people could make bases approaching Von Newman machines - fully automated bases that will detect running low on resources, scout out expansions to new resources on their own, and otherwise grow and expand.
I have a mod in the works for this: viewtopic.php?f=93&t=24053

I'm intending everything you described to be possible with it after my next couple of releases, but I would still love to see it eventually implemented in the core game as it certainly takes automation to yet another level, and doubtless the devs would be able to improve the implementation!

The circuit network improvements will in any case allow me to make the mod much better already, well done devs!

Re: Friday Facts #138 - Better Circuit Network III

Posted: Mon Jul 18, 2016 7:31 am
by Unifire
congrulations on the award

Re: Friday Facts #138 - Better Circuit Network III

Posted: Mon Jul 18, 2016 7:44 am
by Nexela
It has, hook a circuit wire up to a roboport you can read either robot stats or logistic contents.

Re: Friday Facts #138 - Better Circuit Network III

Posted: Mon Jul 18, 2016 9:57 pm
by chrisxaustin
The option to read either the robot counts or logistic network contents is wonderful.

I'd also like the option to read the number of repair packs in the directly connected roboport, which would allow me to load the roboports on the front lines instead of waiting for packs to be fetched from storage when they're needed.