Search found 21 matches

by Sachertorte
Fri Mar 22, 2024 2:57 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 129
Views: 18218

Re: Friday Facts #403 - Train stops 2.0

Genhis also just finished up Super-force building support for the Rail planner, so crusading over lakes is easier than ever. Imagine dropping this bombshell as a throwaway line at the end of the FFF! (for anyone who missed it: look closely at the bottom segments of rail in the last video about map-...
by Sachertorte
Fri Jan 26, 2024 12:10 pm
Forum: News
Topic: Friday Facts #395 - Generic interrupts and Train stop priority
Replies: 138
Views: 18466

Re: Friday Facts #395 - Generic interrupts and Train stop priority

The new item icon placeholder effectively canonises using item icons in train stop names - that's good news for me because I already do that, but raises questions: 1. Could now be a good time to implement a more intuitive order for stops with icons in their names? I see that the list of interrupts i...
by Sachertorte
Fri Jan 05, 2024 3:17 pm
Forum: News
Topic: Friday Facts #392 - Parametrised blueprints
Replies: 133
Views: 25829

Re: Friday Facts #392 - Parametrised blueprints

Noticed that kovarex is usng train stops prefixed with rich text icons. Me too! Wondering if this might be as good a time as any to suggest for 2.0 that the sort order of train stop names with icons in them be changed to match the sort order of that icon in the inventory, as opposed to being alphabe...
by Sachertorte
Mon Dec 25, 2023 11:16 am
Forum: Modding help
Topic: How do I determine if a train stop is accessible to a train, without side effects?
Replies: 5
Views: 847

Re: How do I determine if a train stop is accessible to a train, without side effects?

I'm looking forward to it! I don't suppose there's any information about it available ahead of time?
by Sachertorte
Fri Dec 22, 2023 11:03 pm
Forum: Modding help
Topic: How do I determine if a train stop is accessible to a train, without side effects?
Replies: 5
Views: 847

How do I determine if a train stop is accessible to a train, without side effects?

There's no modding API that hooks into whatever method Factorio natively uses to check if there's a path from one rail to another. boskid speaks a bit about that here: https://test.forums.factorio.com/viewtopic.php?p=598088#p598088 That's fine. We don't need dedicated APIs, that's what hacks and jan...
by Sachertorte
Tue Oct 31, 2023 2:43 am
Forum: Ideas and Suggestions
Topic: Sort item icons in rich text by where they would appear in the inventory
Replies: 28
Views: 4020

Re: Sort item icons in rich text by where they would appear in the inventory

mmmPI wrote: ↑
Tue Oct 31, 2023 2:32 am
The title says "Alphabetise" , but the picture shows "Electronic Circuits" before "Advanced Circuits". That is confusing me.
Good point! Have updated the thread title to amend.
by Sachertorte
Tue Oct 31, 2023 2:09 am
Forum: Ideas and Suggestions
Topic: Sort item icons in rich text by where they would appear in the inventory
Replies: 28
Views: 4020

Re: Alphabetise item icons in rich text by inventory order

Alright, I've gone ahead and made my first mod to implement this as a proof-of-concept. Mod can be found here: https://mods.factorio.com/mod/ordered-rich-text-train-stops Github: https://github.com/rossjrw/factorio-ordered-rich-text-train-stops This mod adds a pane to the train UI with a list of all...
by Sachertorte
Wed Oct 25, 2023 10:40 pm
Forum: Ideas and Suggestions
Topic: Sort item icons in rich text by where they would appear in the inventory
Replies: 28
Views: 4020

Re: Alphabetise item icons in rich text by inventory order

I've added an image to the OP with a visual example of what I'm hoping for, to hopefully make it crystal clear to everyone (and any devs who happen to stumble across this post) what this suggestion is about :)
by Sachertorte
Wed Oct 25, 2023 6:05 pm
Forum: Ideas and Suggestions
Topic: Sort item icons in rich text by where they would appear in the inventory
Replies: 28
Views: 4020

Re: Alphabetise item icons in rich text by inventory order

It's objectively inferior for the users that the icons are sorted "randomly". It seems like it should have been so obvious in retrospect, but yes I did initially think the stops were effectively random, as I mentioned in the OP. And that's an excellent point about it being even worse for ...
by Sachertorte
Tue Oct 24, 2023 11:32 pm
Forum: Ideas and Suggestions
Topic: Sort item icons in rich text by where they would appear in the inventory
Replies: 28
Views: 4020

Re: Alphabetise item icons in rich text by inventory order

I've been thinking about a mod that attempts to implement this, but I don't think it's feasible. In theory, creating the new order should be easy. If the lexograhpical sort function can be hijacked, or if another sort can be inserted inside/after each method that produces such a list, e.g. LuaGameSc...
by Sachertorte
Thu Oct 14, 2021 5:01 pm
Forum: Implemented in 2.0
Topic: Redo functionality
Replies: 51
Views: 16782

Make Ctrl+Shift+Z do nothing

Ctrl+Z undoes. Sometimes I'll instinctively press Ctrl+Shift+Z to redo, which obviously doesn't exist in the game. However, Factorio interprets Ctrl+Shift+Z as a superset of Ctrl+Z and undoes again , which was the opposite of my intent and may lead to me accidentally undoing lots of things. I'd love...
by Sachertorte
Fri Apr 09, 2021 6:22 pm
Forum: Ideas and Suggestions
Topic: Sort item icons in rich text by where they would appear in the inventory
Replies: 28
Views: 4020

Re: Sort icons by their position in the crafting menu

This is very hard to be fixed, because the internal name will not change anymore, but the displayed name is translated. The sorting routine must do the same as the display-routine: scan over the name, pick out the icons, lookup the translation for this icon, and replace it with the icon. Then it ca...
by Sachertorte
Thu Apr 08, 2021 6:50 pm
Forum: Ideas and Suggestions
Topic: Sort item icons in rich text by where they would appear in the inventory
Replies: 28
Views: 4020

Sort item icons in rich text by where they would appear in the inventory

Train stops are currently sorted alphabetically. When train stop names contain rich text icons, this ordering becomes nonintuitive, because the '[item=internal-entity-name]' syntax is invisible to the user. While the user might still guess that the stops are sorted alphabetically by item name, in la...
by Sachertorte
Sat May 16, 2020 11:39 pm
Forum: Ideas and Suggestions
Topic: Show vehicle color on map
Replies: 17
Views: 3707

Show train colours on train GUI

I would like to be able to tell at a glance which train is wich in the trains GUI. As it stands, I have to read the list of stations each is assigned to. This is a damper on my efficiency when I should be able to find the train I want much faster. It may present a greater problem for players who use...
by Sachertorte
Thu May 14, 2020 9:24 pm
Forum: Ideas and Suggestions
Topic: 'Leave immediately' should not be the default behaviour for trains
Replies: 8
Views: 2511

Re: 'Leave immediately' should not be the default behaviour for trains

The ability to re-order stops in the list would also be nice for that. You can already reorder stops that are in the schedule - just click and drag. The bit you grab with your cursor is the bit with the vertical stripes next to the X. It'd be nice to see a cursor change for that, though. (Although ...
by Sachertorte
Thu May 14, 2020 8:39 pm
Forum: Implemented Suggestions
Topic: Add API for mods to change volume/radius of sound effects
Replies: 9
Views: 3055

Re: Add API for mods to change volume/radius of sound effects

That makes sense. Thank you for your response.

I suppose the next best option would be to attempt to duplicate the train's sound. I have a few ideas but they're beyond the scope of a feature request (which it looks like I originally posted in the wrong subforum anyway).
by Sachertorte
Thu May 14, 2020 7:04 pm
Forum: Implemented Suggestions
Topic: Add API for mods to change volume/radius of sound effects
Replies: 9
Views: 3055

Re: Add API for mods to change volume/radius of sound effects

Apologies for taking so long to reply, I was trying to work out how to exit Vim. I've just created a mod that adjusts the audible_distance_modifier for locomotives. I set it to 8 just to see what that sounded like, but upon booting the game (0.18.24), I was informed that the audible_distance_modifie...
by Sachertorte
Thu May 14, 2020 1:19 pm
Forum: Ideas and Suggestions
Topic: 'Leave immediately' should not be the default behaviour for trains
Replies: 8
Views: 2511

'Leave immediately' should not be the default behaviour for trains

TL;DR: Make 'remain in place' the default behaviour for stops with no wait condition. Trains should be able to remain at a stop forever. I often have a single "manual train" that I use for player transport only, with each stop in my factory listed for easy access. I have two problems with ...
by Sachertorte
Wed Dec 27, 2017 6:35 pm
Forum: Ideas and Suggestions
Topic: Disable in-game warnings
Replies: 4
Views: 1929

Disable in-game warnings

What?
Add an option to disable in-game warnings.
eg the "Roboport not in range" warning.

Why ?
Playing Transport Belt Madness, the flashing yellow on the passive chests does not add anything to the challenge and is extremely irritating.

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