Search found 21 matches
- 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-...
- 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...
- Fri Jan 05, 2024 4:28 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
Re: How do I determine if a train stop is accessible to a train, without side effects?
This feature looks incredible - thanks!
- 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...
- 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?
- 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...
- 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
- 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...
- 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
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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).
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).
- 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...
- 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 ...
- 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.