Inspired from here: https://forums.factorio.com/forum/vie ... f=6&t=2857
All is low priority:
- currently autoplacing doesn't work always correctly. (E. g. poles, just mentioning, devs know that surely)
- when building the ghost, the reach of roboports should be shown, or better: is a ghost within the reach? Just a dot over the building or a different color.
- is the construction bot for that ghost "on the way?". Different color for that ghost or a dot above? Sometimes important e. g. when building roboports far out.
- building of entities you don't have in the inventory? You need that item as "blueprint". It's sometimes hard to have everything in the pocket. Having also "ghost items" could be a cool solution. May need extra research.
- showing the number of available items of that type in that robotic network. Also useful for placing blueprints.
- seeing the number of "open constructions" for each type of item.
More ideas for building ghosts
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More ideas for building ghosts
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Re: More ideas for building ghosts
That's a part of a larger and probably more important idea that keeps resurfacing once in a while:ssilk wrote:- building of entities you don't have in the inventory? You need that item as "blueprint". It's sometimes hard to have everything in the pocket.
Split belt from inventory. Currently belt is just a handy "slice" of inventory, not a proper list of handles/references. This results in clunky behavior whenever items are completely used up (drag-placing poles, for example) and another item is picked up.
Re: More ideas for building ghosts
Isn't that what slot filters are for?Coolthulhu wrote: This results in clunky behavior whenever items are completely used up (drag-placing poles, for example) and another item is picked up.
Re: More ideas for building ghosts
One solution for that is to make it more or less the same as in games like OpenTTD: A "tool" for the streets, one for the rails, one for planes and airport, ships and harbor, etc. It definitely works.
So with factorio: One for belts, trains, electric etc. But I can live with the current solution.
So with factorio: One for belts, trains, electric etc. But I can live with the current solution.
Cool suggestion: Eatable MOUSE-pointers.
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Re: More ideas for building ghosts
An idea:
Why not just shift+right click into recepies would give you a ghost into your hand?
And why not shift+right click on a ghost just revive it if you have and item in inventory and staying near?
Why not just shift+right click into recepies would give you a ghost into your hand?
And why not shift+right click on a ghost just revive it if you have and item in inventory and staying near?
Re: More ideas for building ghosts
I frequently want to use ghosts for planning.
Then it is not practical that available robots will build these ghosts.
Why not introduce a "locked ghost" kind of ghost.
- strg+shift+click (item or bluepring) creates "locked" ghost that is semitransparent and has a lock icon on top (like the X for destruction, but a lock)
- these ghosts are ignored by bots and warnings but they are visible
- strg+click on such a ghost makes them unlocked -> robots will build them
- strg+mark a rectangle will make all marked ghosts unlocked
- strg+click/mark could also toggle locked/unlocked ghosts
I imagine that this would be a very useful feature, in particular for the potential new "blueprint game mode" where players might want to place blueprints for planning, but build other planned buildings first. Let's say I place a blueprint for building the whole refinery, but I only want the initial oil processing to be built as long as the rest is not researched yet ... this could be a rather small change with big positive implications for the game play in my opinion.
Then it is not practical that available robots will build these ghosts.
Why not introduce a "locked ghost" kind of ghost.
- strg+shift+click (item or bluepring) creates "locked" ghost that is semitransparent and has a lock icon on top (like the X for destruction, but a lock)
- these ghosts are ignored by bots and warnings but they are visible
- strg+click on such a ghost makes them unlocked -> robots will build them
- strg+mark a rectangle will make all marked ghosts unlocked
- strg+click/mark could also toggle locked/unlocked ghosts
I imagine that this would be a very useful feature, in particular for the potential new "blueprint game mode" where players might want to place blueprints for planning, but build other planned buildings first. Let's say I place a blueprint for building the whole refinery, but I only want the initial oil processing to be built as long as the rest is not researched yet ... this could be a rather small change with big positive implications for the game play in my opinion.
Re: More ideas for building ghosts
This is an (mostly) implemented suggestion. I recommend to make a new one.
viewtopic.php?f=6&t=47316
viewtopic.php?f=6&t=47316
Cool suggestion: Eatable MOUSE-pointers.
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Re: More ideas for building ghosts
Thank you, sorry for posting in the "implemented suggestion", and I created a new suggestion here: viewtopic.php?f=6&t=48983ssilk wrote:This is an (mostly) implemented suggestion. I recommend to make a new one.
viewtopic.php?f=6&t=47316