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More ideas for building ghosts
Posted: Wed Mar 19, 2014 6:37 am
by ssilk
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.
Re: More ideas for building ghosts
Posted: Wed Mar 19, 2014 7:17 am
by Coolthulhu
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.
That's a part of a larger and probably more important idea that keeps resurfacing once in a while:
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
Posted: Wed Mar 19, 2014 1:00 pm
by Holy-Fire
Coolthulhu wrote:
This results in clunky behavior whenever items are completely used up (drag-placing poles, for example) and another item is picked up.
Isn't that what slot filters are for?
Re: More ideas for building ghosts
Posted: Wed Mar 19, 2014 4:28 pm
by ssilk
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.
Re: More ideas for building ghosts
Posted: Sun May 21, 2017 4:54 pm
by thelordodin
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?
Re: More ideas for building ghosts
Posted: Wed May 31, 2017 7:19 am
by _Peter_
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.
Re: More ideas for building ghosts
Posted: Wed May 31, 2017 12:19 pm
by ssilk
This is an (mostly) implemented suggestion. I recommend to make a new one.
viewtopic.php?f=6&t=47316
Re: More ideas for building ghosts
Posted: Wed May 31, 2017 12:41 pm
by _Peter_
Thank you, sorry for posting in the "implemented suggestion", and I created a new suggestion here:
viewtopic.php?f=6&t=48983