Before 2028ThunderFD wrote: Fri Oct 30, 2020 11:27 amKlonan wrote: Fri Oct 30, 2020 11:17 amBefore![]()
So early next year? ;DD
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Before 2028ThunderFD wrote: Fri Oct 30, 2020 11:27 amKlonan wrote: Fri Oct 30, 2020 11:17 amBefore![]()
So early next year? ;DD
Thanks a lot. Best Dev ever!Klonan wrote: Fri Oct 30, 2020 9:02 amIts already done for 1.1DOSorDIE wrote: Fri Oct 30, 2020 9:01 am Absolut genius little improvments!
Good job ... when we can have it![]()
And 1 more little change we need.
When you chat and have 4 Lines of tools the "first" chat line is behind the UI and unreadable (when its longer) until i make a new chatmassage.
Please set the start of chat 1 line higher.
That would be a nice QOL change![]()
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Modul Inserter should be vanilla ... cant play without anymore.conn11 wrote: Fri Oct 30, 2020 11:32 am This is truley epic. Even the little, but IMO powerful main menu design change.
Full integration of the e-key is that much more QoL. Currently I'm deleting request constantly.
The enhancements in ghost building made are logicaly and appropiate now we have our eight-legged remote builder. Making the original throne room concept from acient times that much more integrated.
Did you consider to implement a way to semi automatically insert modules in before empty buildings, e.g. via the upgrade planner? Basically to make mods like Module Inserter (credit: Choumiko) Vanilla.
This would not only make remote blueprinting (improved already for 1.0), but remotly designing new factory blocks that much easier.
my thoughts exactly, and how would it react to ghostsEnderdraak wrote: Fri Oct 30, 2020 9:22 am Nice, but I was more thinking along the lines of PVP anti automatic spidertron defeneses
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This and Blueprint Flip and Turn (credit: NovaM) the two missing features for making the Vanilla (none recursive) blueprint system (thanks for being able to re-edit BPs) complete.DOSorDIE wrote: Fri Oct 30, 2020 11:51 amModul Inserter should be vanilla ... cant play without anymore.conn11 wrote: Fri Oct 30, 2020 11:32 am (...)
Did you consider to implement a way to semi automatically insert modules in before empty buildings, e.g. via the upgrade planner? Basically to make mods like Module Inserter (credit: Choumiko) Vanilla.
This would not only make remote blueprinting (improved already for 1.0), but remotly designing new factory blocks that much easier.
Look for the mod called, circuitissimo (https://mods.factorio.com/mod/circuitissimo) it allows for building in a box. no UPS drawback cuz the box you enter does not truly exist and is removed after you leave it.gGeorg wrote: Fri Oct 30, 2020 9:54 amThere is a mode which would give a hint. It is a box inside a box.Lubricus wrote: Fri Oct 30, 2020 9:33 amYea it's hard to understand old circuits or even worse others circuits. There is no way to have "descriptive variable names" nor "comments". I somehow rather want notes on groups of combinators? Something like Electronic boxes that is one entity where you could build several combinators, circuits in and we could write a note in it.gGeorg wrote: Fri Oct 30, 2020 9:15 am Would you also fix 3rd of my long term pain. Add Description for a combinator. Due to complexity of some creations, it is great to prevent re-invent wheel feel and allow write notes what is what, what it is doing/idea/guide. Basiicaly same descrition box as blueeprint has.
I am also missing something like tuples with combinators. I don't have any idea on how it could be done.
Place a building size of an assembler, then enter it. Then you have inside a space of 20x20 tiles which fits on one screen. Interface allows you only place combinators. Perhaps your character also can be removed, so its kind a game inside a game. So you create a circuit, then step off the building. Then you made a custom circuit. Then set a descrition of this building/custom circuit. So you might create a modules like memory cell, pulse generator, add a descrition, then use it, stamp it. Or make a whole train station logic inside one custom circuit. I dont know, how often this improvement will be used. Combinators are hard to get into. So perhaps 2% percent of comunity would use it? Personaly I would.![]()
Hey. add the ability to swap belts for underground belts with the upgrade plan.FactorioBot wrote: Fri Oct 30, 2020 8:38 am Here it is! (beep boop)
https://factorio.com/blog/post/fff-362
I agree, one of the last utils before perfection !conn11 wrote: Fri Oct 30, 2020 12:01 pm This and Blueprint Flip and Turn (credit: NovaM) the two missing features for making the Vanilla (none recursive) blueprint system (thanks for being able to re-edit BPs) complete.
I’dont think the devs had enough time to test and say something meaningful right at this moment.Durabys wrote: Fri Oct 30, 2020 12:50 pm A little sad the Devs didn't mention this Mad Lad:
https://www.reddit.com/r/factorio/comme ... d/gaavdty/
Oh. He did a thing...in 3 moths he just rewrote the game from scratch to allow for Multi-Threaded/Multi-Core 64bit Multiplayer.