User Interaction

Post your ideas and suggestions how to improve the game.

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zer0t3ch
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User Interaction

Post by zer0t3ch »

Is there any plans for buttons/levers so we can have a bit more user interaction?
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Re: User Interaction

Post by slpwnd »

What exactly do you mean?

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Re: User Interaction

Post by Balinor »

Hijacking the thread a little, my apologies. Levers that could be used to turn on/off large sections of the factory by limiting power flow would be pretty awesome.

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Re: User Interaction

Post by rk84 »

mayby its bit crude, but you could just remove the powerpole to get on/off switch. I don't see much use for simple switch since you would need to monitor it, but if you could make it automatic with some signal input. Yea that would be interesting.

Like, if switch were connected to smart chest that holds ammo for turrets. You could save some power by cutting power from lasers and use gun turrets to trigger them on. mayby you could use logistic bot to work as delay (or that smart chest item loop presented somewhere in this forum)

Also power limiting can be done with accumulators. Place them between seperated networks.
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Re: User Interaction

Post by Balinor »

Yes workarounds exist for many problems I agree. However the solutions are all stopgap methods and are ugly at best in my opinion. I would much prefer a practical simple solution such as already suggested.

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Re: User Interaction

Post by rk84 »

Balinor wrote:Yes workarounds exist for many problems I agree. However the solutions are all stopgap methods and are ugly at best in my opinion. I would much prefer a practical simple solution such as already suggested.
The suggestion is not mentioned in detail here, so I can only assume you want powerpole kind of entity that has on/off function. To me its not much use as there is simple solution. so I think it just need something to make the deal much sweeter. [Removed bad idea]
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Re: User Interaction

Post by Balinor »

rk84 wrote:
Balinor wrote:Yes workarounds exist for many problems I agree. However the solutions are all stopgap methods and are ugly at best in my opinion. I would much prefer a practical simple solution such as already suggested.
The suggestion is not mentioned in detail here, so I can only assume you want powerpole kind of entity that has on/off function. To me its not much use as there is simple solution. so I think it just need something to make the deal much sweeter. [Removed bad idea]
Lever/Button was about as simple as the solution can get. I don't mind if that was implemented as a powerpole with an on/off function or as a entity that can control what it is placed on or near. I just want the functionality without using the existing methods which I do not like. As far as that is concerned I think we'll just have to agree to disagree though.

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Re: User Interaction

Post by rk84 »

Hmm I admit it has usage, because mining and building a pole might make unwanted connection.

I have an idea that the switch could have some influence on how networks connect. It could create new network that only connects itself. It would need method to add new poles in network though. Mayby some sort drag and place.
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Re: User Interaction

Post by n9103 »

(Concerning this proposed new pole type) Why not just use copper wiring like red and green wires are already used?
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Re: User Interaction

Post by rk84 »

n9103 wrote:(Concerning this proposed new pole type) Why not just use copper wiring like red and green wires are already used?
heh. I didn't know you can use copper wire on pole. But everything auto-connects, so you can only build additional connections with it?
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Re: User Interaction

Post by ssilk »

You may have a look at https://forums.factorio.com/forum/vie ... ?f=6&t=961

There are some ideas about auto connection and so on, but yet not thought to the end.

I think the idea of having a device, which forces two networks being disconnected (otherwise the would be a electric short which destroys this device!) is the right way, and that this idea came now up again shows me, that it is. :)

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Re: User Interaction

Post by n9103 »

Not that I know of, but wouldn't it be easier to adapt the code for an existing system to include a new type, than a new object with new behavior?
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