Search found 209 matches

by Sad_Brother
Sat Jan 13, 2024 11:47 am
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 66399

Re: Friday Facts #393 - Putting things on top of other things

So for me, replacing stack inserters with bulk inserters would make more sense. I'd also not be against making long and filter inserters variants of the other ones. A different base when it has been upgraded to "filter" and a longer arm when it has been upgraded to "long". This ...
by Sad_Brother
Fri Jan 12, 2024 11:20 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 66399

Re: Friday Facts #393 - Putting things on top of other things

MartenM wrote: Fri Jan 12, 2024 10:53 pmWe don't have a 'filter' belt so ...
Splitter?
by Sad_Brother
Fri Jan 12, 2024 7:38 pm
Forum: News
Topic: Friday Facts #393 - Putting things on top of other things
Replies: 235
Views: 66399

Re: Friday Facts #393 - Putting things on top of other things

Nice! For some time I wanted three things for inserters: Ability to take exactly designated number of items; Filtered Long Inserter; Bidirectional Inserter. Now I see Bulk Inserter would wait for full hand. But why any other Inserter cannot wait? Now I see disabled by default filter. But why it cann...
by Sad_Brother
Fri Dec 15, 2023 5:45 pm
Forum: News
Topic: Friday Facts #389 - Train control improvements
Replies: 153
Views: 36521

Re: Friday Facts #389 - Train control improvements

1. We would need "Station NAME ready" condition in schedule. So the Train would have hope to unload the cargo before loading it.
2. Would Train color updated when train rerouted to another Station?
EDIT:
3. How about... "Route to station with [iron] < -10000 in signals" ?
by Sad_Brother
Wed Nov 15, 2023 8:37 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 69930

Re: Friday Facts #384 - Combinators 2.0

As we speak about Combinators and constants... Sometime we need to know current value of game constants to tune factory better. The best example seems to be the stack inserter item limit. It increase with proper research and so we cannot hardcore it. Please add some ability to use current value of s...
by Sad_Brother
Sun Nov 12, 2023 8:46 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 69930

Re: Friday Facts #384 - Combinators 2.0

On top, you probably didnt think about new players. The new menu looks intimidating right at begining. When new player connect first wire and see massive menu with all the buttons, natural reaction is - run away. Would you cosider combinatioin of old (minimalistic on start) method AND the new linke...
by Sad_Brother
Sun Nov 12, 2023 9:32 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 69930

Re: Friday Facts #384 - Combinators 2.0

On top, you probably didnt think about new players. The new menu looks intimidating right at begining. When new player connect first wire and see massive menu with all the buttons, natural reaction is - run away. Would you cosider combinatioin of old (minimalistic on start) method AND the new linke...
by Sad_Brother
Sat Nov 11, 2023 11:44 am
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 69930

Re: Friday Facts #384 - Combinators 2.0

Another idea: allow circuit signals to enable/disable splitters, set filters (but not which side is the filtered output) and read contents. Alternatively, have both sides of the splitter have different inputs and outputs for more control. I would also like to see similar controls on underground bel...
by Sad_Brother
Fri Nov 10, 2023 8:27 pm
Forum: News
Topic: Friday Facts #384 - Combinators 2.0
Replies: 334
Views: 69930

Re: Friday Facts #384 - Combinators 2.0

Great Thanks! But why is Arithmetic Combinator 2.0 cannot work like GreenSignal / RedSignal ? It would be useful. Also ability to have something like GreenMinusRed on input side would be useful for some schemes. Yet another Combinator add yet another tick of time. I hope Green / Red would be also se...
by Sad_Brother
Sun Jun 25, 2023 8:13 pm
Forum: Ideas and Suggestions
Topic: perspective steering
Replies: 8
Views: 2027

Re: perspective steering

The ability to set the jeep controls so that hitting left goes left of screen (either turning to the left of screen, or going backwards if it is facing right of screen), rather than left of the vehicle. As far as I know there are three movement types in Factorio. Fourth is Train, but it is on rails...
by Sad_Brother
Fri Jan 15, 2021 6:33 am
Forum: Ideas and Suggestions
Topic: Belt Labels
Replies: 17
Views: 9968

Re: Belt Labels

Kyralessa wrote: Wed Jan 13, 2021 7:27 am A belt could carry a lot of different things. How many labels would it need?
I prefer right and left labels shown on belt's input side.
Each belt piece could be set with one or two labels so if you want several labels, use several belt pieces.
by Sad_Brother
Fri Jan 15, 2021 6:22 am
Forum: Ideas and Suggestions
Topic: New Feature: Allow reordering logistics requester slots
Replies: 43
Views: 18164

Re: change request location instead of 'a request for this item already exists'

But this suggestion allow to change location easily.
by Sad_Brother
Tue Jan 12, 2021 11:03 am
Forum: Ideas and Suggestions
Topic: Disallow power poles to be automatically placed over ghosts
Replies: 15
Views: 3949

Re: Disallow power poles to be automatically placed over ghosts

5thHorseman wrote: Mon Jan 11, 2021 11:53 pm you can't place a n->s inserter over a ghost of a s->n inserter.
I prefer to place s->n inserter in this case. I.e. use ghost's orientation.
by Sad_Brother
Sat Dec 05, 2020 5:25 pm
Forum: Implemented Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 72
Views: 25652

Re: Option to disable no-power flashing

Hm. Really. That is bad.

As I see "no input" is "starving", while "no output" is "done".

But that is dev's design, ofc.
by Sad_Brother
Sat Dec 05, 2020 5:13 pm
Forum: Implemented Suggestions
Topic: Option to disable no-power flashing / Remove potential epilepsy problem / Reduce distraction on power loss
Replies: 72
Views: 25652

Re: Option to disable no-power flashing

Optera wrote: Sat Dec 05, 2020 7:24 am Ideally we'd get an indicator light on machinery like the new mining drills have.
Green: operating normal
Red: missing ingredient or output full
Yellow: no power
Yellow as no output is better.
it is too helpful to distinguish in and out problems.

Why not blue as off because of no power?
by Sad_Brother
Sat Dec 05, 2020 10:34 am
Forum: Ideas and Suggestions
Topic: Resize Right hand UI
Replies: 5
Views: 1833

Re: Resize Right hand UI

Guenni7 wrote: Fri Dec 04, 2020 3:30 am to get an idea what is missing (the -x items)
Is it easier to give this job to combinators? I think so.
by Sad_Brother
Sat Dec 05, 2020 10:27 am
Forum: Ideas and Suggestions
Topic: Splitter GUI, clickable graphical priorities
Replies: 17
Views: 5684

Re: Splitter GUI, clickable graphical priorities

+1. I do not mistake on splitters usually but this looks good.
by Sad_Brother
Fri Dec 04, 2020 7:54 pm
Forum: Implemented in 2.0
Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
Replies: 80
Views: 47371

Re: Force (Shift) Blueprint placement improvements

When I use BP most often cases are: 1.Put it here if it fit 2.Put it here it should work and some options like repeating, connecting, landfilling etc. First case good as is. Without shift. Second case internally involve "remove anything preventing, but place only if it possible". Now shift...
by Sad_Brother
Tue Nov 24, 2020 2:50 pm
Forum: Ideas and Suggestions
Topic: Editing in map view
Replies: 12
Views: 5923

Re: Editing in map view

When outside of the character reach-range, clicking on an entity that has an interface should bring it up in "view-only" mode. In this mode, settings cannot be changed and inventories cannot be accessed, only viewed. If the entity is in roboport construction range, allow settings to be ma...

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