Search found 25 matches

by Sachertorte
Tue Nov 19, 2024 7:15 pm
Forum: Not a bug
Topic: 2.0.7: Superconductors recyclable?
Replies: 8
Views: 1907

Re: 2.0.7: Superconductors recyclable?

This decision seems completely arbitrary. Recyclers state they can undo processes other than smelting and chemistry; given that this recipe is not performed in a furnace or a chemical plant it's fair for the player to assume it's neither. I think this is a bug, if not in the recyclability of superco...
by Sachertorte
Sat Nov 16, 2024 11:31 pm
Forum: Assigned
Topic: [Genhis][2.0.15] Cancelling partially-fulfilled inventory request leaves the icon in place
Replies: 5
Views: 170

Re: [2.0.15] Cancelling partially-fulfilled inventory request leaves the icon in place

I think the biggest issue of handling those orders is the control scheme. We're accustomed to picking up / dropping items in the inventory with left-click, and shift-click moving to another inventory / trash. This isn't related to this bug report, but I'd be hard-pressed to tell someone what left a...
by Sachertorte
Sat Nov 16, 2024 5:06 pm
Forum: Assigned
Topic: [Genhis][2.0.15] Cancelling partially-fulfilled inventory request leaves the icon in place
Replies: 5
Views: 170

[Genhis][2.0.15] Cancelling partially-fulfilled inventory request leaves the icon in place

Given the following rocket inventory requests, made using the ghost cursor in remote view: An inventory slot A rocket can only contain 5 EM plants, so I want to cancel the unfulfilled request for 17 EM plants, which I would normally do by right-clicking. However, that actually instructs the bots to ...
by Sachertorte
Mon Nov 11, 2024 11:09 pm
Forum: Assigned
Topic: [pard] [2.0.9] in Tips and Tricks Heating mechanics shown under vulcanus briefing
Replies: 3
Views: 307

Re: [pard] [2.0.9] in Tips and Tricks Heating mechanics shown under vulcanus briefing

And it's under Quality for me (2.0.15):
11-11-2024, 23-09-38.png
11-11-2024, 23-09-38.png (39.53 KiB) Viewed 147 times
by Sachertorte
Fri Mar 22, 2024 2:57 pm
Forum: News
Topic: Friday Facts #403 - Train stops 2.0
Replies: 132
Views: 29540

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: 140
Views: 29837

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: 142
Views: 36650

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: 1161

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: 1161

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: 5357

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: 5357

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: 5357

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: 5357

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: 5357

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: 19930

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: 5357

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: 5357

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: 4352

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: 2873

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 ...

Go to advanced search