Basically:
Use signal "inserter" for red value (clamped to 0-255)
Use signal "pipe" for blue value (clamped to 0-255)
etc.
That way we can automate all the colors
![Smile :)](./images/smilies/icon_e_smile.gif)
SecondedDrakeyC wrote: Fri Dec 08, 2023 2:23 pm …is allow the option to lay pipes like power lines. That is, when a powerline is dragged to its maximum range, it places and keeps going, and if there's something in the way it'll build a space short to avoid it…
Agree,thedoh wrote: Fri Dec 08, 2023 1:39 pmI don't think this is a QOL improvement (same for the landfill change). Hear me out: I want to blueprint stuff and have construction bots blow up cliffs and paste landfill when those cliff explosives and landfill become available to construction bots. Force blueprinting should mean force blueprinting; get that crap outta the way and let me put down what I want to put down and let me worry about the cliff explosives and landfill later.Cliff explosives are not unlocked from the start of the game, and with the expansion they are even more delayed. To avoid nonsensical marking of cliffs for deconstruction when you force build on top of them, we changed it so that the cliffs are only marked for deconstruction once the cliff explosives have been researched.
I would even go another step further and display the max range while placing the underground entrance.Tooster wrote: Fri Dec 08, 2023 2:41 pm I wonder why you didn't go one step further with visualizing the max belt range. While hovering in the range of the matched underground belt, display BOTH max range (blue) and selected range if the belt was placed where hovering (green). See the image. With what you have now you still have the problem that you don't immediately see what range is maximal until you drag to that range.
With this it would be immediately obvious and it could also hint the exact tile you have to click on to place it at max range. There is more to that — you could even visualize the first (non-matching) belt's range and what tiles it can reach.
Also, highly agreed with the above - add a constant for stack size "S" of the current item
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Code: Select all
10/2k
The times where I don't want cliffs marked for decon are more so related to specific build circumtances, so would rather something like this:thedoh wrote: Fri Dec 08, 2023 1:39 pmI don't think this is a QOL improvement (same for the landfill change). Hear me out: I want to blueprint stuff and have construction bots blow up cliffs and paste landfill when those cliff explosives and landfill become available to construction bots. Force blueprinting should mean force blueprinting; get that crap outta the way and let me put down what I want to put down and let me worry about the cliff explosives and landfill later.Cliff explosives are not unlocked from the start of the game, and with the expansion they are even more delayed. To avoid nonsensical marking of cliffs for deconstruction when you force build on top of them, we changed it so that the cliffs are only marked for deconstruction once the cliff explosives have been researched.
Or this:GregoriusT wrote: Fri Dec 08, 2023 12:36 pm I feel like cliff removal should be super force building only, and no longer in regular force building. It is quite annoying to have to unmark cliffs from decon when building defenses that incorporate cliffs. Not to mention you need to be mindful enough to disable your roboport or remove Cliff Explosives from your Inventory BEFORE building, or the Cliffs are gone forever.
-----------------------------------------SerhiiS wrote: Fri Dec 08, 2023 2:43 pm Add pls to checkbox `Trees/rocks only` Cliff -> `Trees/rocks/cliff only`.
IForgotMyName wrote: Fri Dec 08, 2023 12:20 pm We have already been shown so many changes in Factorio 2.0 that I doubt the compatibility of the new version with saves 1.1 and other older ones
This. vv
-----------------------------------------GregoriusT wrote: Fri Dec 08, 2023 12:53 pm Pretty sure a previous FFF did state you can have your old Saves, was the Rails one as far as I know.
Would be pretty useless to add backwards compat for old Rails if Savegame compat wasn't a given. XD
The impression I had was that, knowing the stack size is say 50, you could just type "7.5*50" and it'd calculate it for you instead of having to break out a separate calculator. But having a constant of "s" or "S" for stacks would be good, too!cybersteel8 wrote: Fri Dec 08, 2023 12:31 pmCan I actually do this? Instead of just doing math (10*100), or typing 10k, can I do like "10s" and get 10 stacks? S for Stacks?Often times you want to set some constant number, like "I want 7.5 stacks here",
+1 to this. I think that'd be much better.Drury wrote: Fri Dec 08, 2023 1:16 pm It's funny how in your comparison between the old and new underground building, the annotation proclaims you have to take a step back with the old system, and then you also have to take a step back in the new pipe example![]()
Wouldn't it be better if it showed the full possible length of the underground at all times? That way you'd actually know without having to ratchet it up one by one. Kinda like how Transport Tycoon does it with tunnels.
This wasting of belt segments has annoyed me too.mrvn wrote: Fri Dec 08, 2023 2:53 pm When you drag a belt it would be nice if underground belts would be created with maximum length instead of minimum length you get now. Ideally with equal gaps on both sides of the obstacle.
0 because circuits truncate things is my guess and it is interpreted as 10/2000 or 0.005 and 0 is all what's left after truncation
I'm betting it will be 0. But some might expect it to be 5000. I'd wager the expression evaluation does letter replacements in a first pass (so 2k becomes 2000 internally) and then does the math on the numeric-only expression (10/2000).
could be interpreted as (10/2)k, so 5k is my guess.