Page 1 of 2

Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 4:34 pm
by Klonan

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 4:44 pm
by Sauerkraut
Whelp, short FFF this time. Good luck moving the office!

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 4:50 pm
by deef0000dragon1
Good luck with the move

I will say one quick not about the quick replace. It would be REALLY nice to have a hotkey(holding shift) to enable or disable quick replace (underground/splitter -> belt at least). When building complex structures with a lot of stuff around, it gets really annoying to have a belt move you and you replace half an underground, or when belt weaving, weaving the undergrounds, then running to place the belt quickly, to only replace the undergrounds just placed.

Its a nice feature to have, but having it always on has its own quirks.

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 4:50 pm
by Sander_Bouwhuis
I don't understand what changed with the prototypes. When I go to the 'Factorio\data\base\prototypes' directory I see them all there.

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 4:53 pm
by KatherineOfSky
I'm not a fan of the belt fast replace, as soooo many times it messes up my build, and requires even more work to get it fixed. (Not a time=saver). I HOPE very much that there will be a toggle-off option, as none of the mods that I've seen on the portal do exactly what I would like. Upgrade Builder & Planner is now REQUIRED in my games because of the numerous errors I make when trying to upgrade belts manually.

Dev Team: I wish you the best of luck with the office move! I hope everything goes smoothly! <3

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 5:03 pm
by Tias
About those QoL features you have implemented in some areas but not in others, placing an entity on it's Blueprint should only continue to place the entity on other blueprints when holding the build key down, not as soon as space is available (Suggestion: viewtopic.php?f=6&t=59895), is probably very similar to implement as don't mine resources if mining starts with non-resources (0.15.3) and Mining rails is disabled if mining starts with trains or gates (0.15.0).

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 5:05 pm
by 5thHorseman
Wow that lua repository is amazing.

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 5:10 pm
by jebnor
deef0000dragon1 wrote: ...
I will say one quick not about the quick replace. It would be REALLY nice to have a hotkey(holding shift) to enable or disable quick replace (underground/splitter -> belt at least). When building complex structures with a lot of stuff around, it gets really annoying to have a belt move you and you replace half an underground, or when belt weaving, weaving the undergrounds, then running to place the belt quickly, to only replace the undergrounds just placed.

Its a nice feature to have, but having it always on has its own quirks.
An Upvote Button, my Kingdom for an Upvote Button! aka, Hotkey to enable/disable (CTRL?) please

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 5:13 pm
by brunzenstein
Moving your office includes a new adress for WUBE or you stay in the same building?

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 5:16 pm
by Ghoulish
Why are you moving office? Bigger place / better location maybe?

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 5:17 pm
by fishycat
Not a big fan of that feature, too. Somehow I always end messing up all my bus :D But luckily we have mods for almost all things. So it's not a big deal.

I wish you guys a happy moving and hopefully with a shiny new office also will come a lot of new projects. I have no doubts!

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 5:48 pm
by Lubricus
The problem with the current fast replace for belts is that belts replaces splitters and underground belts. If you made so splitters and undergrounds replaces belts and not the other way around we all will be very happy.

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 5:55 pm
by Durabys
Just don't manage to lose important things and hardware while moving to the new office and be careful.

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 6:25 pm
by bug sniper
I didn't even know I wanted this UI change until I saw the idea.

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 6:38 pm
by Dry Hairy Tree
The feedback (here, in playthroughs, on twitch) is overwhelmingly in favor of changing/providing options for fast belt replace.

There's a difference between automation that enhances/speeds up gameplay, and automation that has to be babysat.

One mistake and you can find yourself chasing entities down the wrong lanes of your factory. That kinda sucks. The answers are listed above.

As for shifting, take care and mind your backs y'all are office workers after all. :D

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 6:52 pm
by Jap2.0
It only goes back to 5.0? What about version 4.1? Or 2.7? Or pre-alpha 0.1? :P

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 8:13 pm
by melind
I can dig it. I find myself trying to place pipe like this all the time just to end up disappointed it isn't working.

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 9:01 pm
by Avezo
I can see so many problems coming from fast pipe replacement. I will hold them for now until I see actual implementation though.

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 9:32 pm
by NexGenration
Regarding the pipe changes, another great feature that would go well with this would be if while dragging underground pipes/belts, it would detect when once of the two undergrounds cannot be placed because another inject is in the way and move those two undergrounds back 1 or 2 tiles to compensate

Re: Friday Facts #240 - Factorio-data & Fast pipe replace

Posted: Fri Apr 27, 2018 10:49 pm
by KatherineOfSky
Someone just commented to me that they would like to see splitters and undergrounds replace belts, but not the other way around. I would definitely be happy with such a solution!