Search found 8 matches

by myridium
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...
by myridium
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...
by myridium
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 ...
by myridium
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...
by myridium
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.
by myridium
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-...
by myridium
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 ...
by myridium
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 ...

Go to advanced search