This was already possible in 2019, before blueprints saved wire connections.
I do want something like this.
This was already possible in 2019, before blueprints saved wire connections.
I do want something like this.
For me it does the job - consistency. You might ask the author on the mod's forum entry to see if still active - last update 2yrs ago.Zaflis wrote: ↑Fri Oct 06, 2023 4:34 pmYou cannot break something that is already broken I had to uninstall Power Grid Comb after unfortunately seeing it's really not tidying up my powerpoles as i expected.Belter wrote: ↑Fri Oct 06, 2023 1:20 pmSo mod Power Grid Comb to stay, hope it won't be broken due to these internal changes.
I agree with this one. Now that they are two pretty much unrelated items / functions, they should have different icons. Real overhead electricity cables tend to be black plastic or grey aluminium, but that might blend into the background too much or look like shadows. Yellow perhaps?Néomorphos wrote: ↑Fri Oct 06, 2023 11:49 amI am a bit puzzled by the 2 types of copper wires. Wouldn't it be better if you clearly split the 2 items? Introducing a different icon for the wire in the toolbar, so that there is no confusion possible with the copper wire item in recipes and on the bus
I'm also on board with this, the "can do it in map mode but only by creating a blueprint" thing feels a bit odd. I do think that changing wires, changing combinators, changing recipes directly from the map doesn't quite feel right either. I think it would be nice if they didn't consume material but still needed a construction robot to visit.kajacx wrote: ↑Fri Oct 06, 2023 12:42 pmYes finally the devs are addressing this. Please don't stop with the wire connections. You cannot change assembler recipe from map, but you can place one down, set the recipe and then copy-paste it. It's really dumb.
Also changing spliter options or combinator logic or anything else that can be copy-pasted should be doable from the map via a gui.
For me it works perfectly. You have to remember there are two different modes. Shift+while holding forces absolute while normal is best connection. Use it in combination for a rigid interior framework with perhaps exterior connection flexibility.Belter wrote: ↑Fri Oct 06, 2023 5:51 pmFor me it does the job - consistency. You might ask the author on the mod's forum entry to see if still active - last update 2yrs ago.Zaflis wrote: ↑Fri Oct 06, 2023 4:34 pmYou cannot break something that is already broken I had to uninstall Power Grid Comb after unfortunately seeing it's really not tidying up my powerpoles as i expected.Belter wrote: ↑Fri Oct 06, 2023 1:20 pmSo mod Power Grid Comb to stay, hope it won't be broken due to these internal changes.
Yes - Power polescoppercoil wrote: ↑Fri Oct 06, 2023 8:06 pmNot sure if wires should drop shadows. Have you ever seen electric wire shadow in the daytime?
Good. How about light and smooth shadows?
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[item=iron_ore]
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[item=iron-ore] Mine 03 Total
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{MineNet05} {[item=iron-ore] Total}
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{CircuitFactoryNet02} {[item=iron-ore] Total}
Challenge accepted !
Even more than reasonable that sound necessary for a multi-planetary factory . I'm not familiar with TSM, what you describe i think is how https://mods.factorio.com/mod/aai-signal-transmission function, except it's not related to roboport but there are receiver and emiter building for wireless signal transmission with different channels.
I don't disagree, but I'm sympathetic that they're may be a lot of code necessary to implement this change. The 'make a local blueprint copy/paste' is a functional workaround for every possible entity arrangement. I'm sure this will be addressed eventually, when higher priority pieces of work have been done.kajacx wrote: ↑Fri Oct 06, 2023 12:42 pmIt's really dumb.You can not red wire something from the map, but you could take a blueprint of it, wire it locally, then place the blueprint back over the top, and the wires would magically change. Thats just frustrating and annoying.
Also changing spliter options or combinator logic or anything else that can be copy-pasted should be doable from the map via a gui.