Search found 8 matches
- Tue Oct 24, 2023 9:20 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 31220
Re: Friday Facts #380 - Remote view
If you able to change recipies in assambler and direction of belts right from the beginning will kill the fun of having to walk trough your tiny factory. (remote building is not a thing you have to research for bots first). The difference between RTS and WSAD-controlled character fades out if remot...
- Sun Oct 15, 2023 4:10 am
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 31220
Re: Friday Facts #380 - Remote view
Even if you have the logistic robot tech already, the 'instant rotate' will remove the feeling of being 'cut off' from a remote part of the factory, needing to travel there personally if you failed to set up enough logistic robot infrastructure. Or, even if you do have the infrastructure there, the...
- Fri Oct 13, 2023 9:51 pm
- Forum: News
- Topic: Friday Facts #380 - Remote view
- Replies: 181
- Views: 31220
Re: Friday Facts #380 - Remote view
I have a big problem with the 'instant remote rotate' , working as described in the FFF: ...we realized that making rotation just an instant action might be the way out. It doesn't break the immersion too much and simplifies everything greatly for us and for the player, so we just did that. I think ...
- Fri Dec 25, 2020 7:22 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 41357
Re: Roboports should output missing materials to circuit network
Sounds like it would be pretty easy to implement with a radio button. Cool idea: implementing radio button to make things work. I tried it: i made a plug-in for my IDE, which simply says: “implement wanted feature automatically” If I put this button to “on”, I can watch my IDE implementing any feat...
- Thu Dec 24, 2020 8:42 pm
- Forum: Ideas and Suggestions
- Topic: Roboports should output missing materials to circuit network / Roboports emit signals with missing blueprint items
- Replies: 135
- Views: 41357
Re: Roboports should output missing materials to circuit network
Has this really not been implemented yet?
It's not even a quality-of-life improvement, it's pretty much a necessity to automate construction projects. Sounds like it would be pretty easy to implement with a radio button.
It's not even a quality-of-life improvement, it's pretty much a necessity to automate construction projects. Sounds like it would be pretty easy to implement with a radio button.
- Sun Apr 19, 2020 4:46 am
- Forum: Gameplay Help
- Topic: Implicit rail signals every tile...?
- Replies: 7
- Views: 2087
Re: Implicit rail signals every tile...?
Do you guys know how pathfinding algorithms work? Splitting up a straight line segment into several of them is not going to affect performance in a well-designed path-finding algorithm. E.g. maintain a connected graph that only has nodes at intersections or when the rail signal changes. If the path-...
- Sat Apr 18, 2020 11:25 am
- Forum: Gameplay Help
- Topic: Implicit rail signals every tile...?
- Replies: 7
- Views: 2087
Implicit rail signals every tile...?
Hello, after playing this game for a long time I have realised that when placing rail signals, a common paradigm is placing down highways of rail with standard rail signals placed every so often along the way. Ideally, one would place standard rail signals every tile along the side of a track. This ...
- Sat Apr 18, 2020 10:49 am
- Forum: General discussion
- Topic: Train mods; will additional train logic be implemented?
- Replies: 10
- Views: 3676
Train mods; will additional train logic be implemented?
Hello, I just want to ask whether anyone knows (e.g. if there has been news from the dev team) on whether conditional train stops will be implemented. If not, can somebody point me to a simple mod which does the bare minimum needed to complete the rail logic? I am strongly convicted that additional ...