While you're working on the train GUI how about making something in the big list of all trains match each train's assigned color?
This would make it easier to find specific trains when you have a lot of them.
Search found 133 matches
- Tue Feb 05, 2019 5:35 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89486
- Mon Feb 04, 2019 5:19 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89486
Re: Friday Facts #280 - Visual Feedback is the king
1. I very much hope that trains will have access to a logical system. Sometimes I think that the absence of this function is connected with something. But I do not understand what. Please give an answer. They do already. Connect a wire to a station and a train that stops there has access Unfortunat...
- Sun Feb 03, 2019 7:21 am
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89486
Re: Friday Facts #280 - Visual Feedback is the king
could we make construction robots prioritize power poles first when being built and make them last when deconstructing? this would help all the items inside the power lines. especially when they build a roboport but have not connected it to power You can right-click your deconstruction planner and ...
- Fri Feb 01, 2019 9:06 pm
- Forum: News
- Topic: Friday Facts #280 - Visual Feedback is the king
- Replies: 243
- Views: 89486
Re: Friday Facts #280 - Visual Feedback is the king
A lot of great work this week but I'm not so sure about this: So we show the inaccessible train stops ... at the bottom of the list. With train stops continually enabling and disabling the list is either going to be an obsolete snapshot or else stations are going to be jumping around in the list. Th...
- Fri Feb 01, 2019 11:09 am
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 76564
Re: Friday Facts #279 - Train GUI & Modern Spitter
Someone will probably point out that in a smart rail-network we can disable stations to make trains skip them. Disabling and enabling stations leads to thundering herds. It would be really helpful if Vanilla allowed limiting of thundering herds and/or the Mod API exposed a basic rail pathfinding pr...
- Fri Jan 25, 2019 5:40 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 76564
Re: Friday Facts #279 - Train GUI & Modern Spitter
The train GUI changes are cute but what trains really need are a way to avoid thundering herds without the massive complexity of LTN.
- Mon Jan 14, 2019 1:40 am
- Forum: News
- Topic: Friday Facts #277 - GUI progress update
- Replies: 101
- Views: 43258
Re: Friday Facts #277 - GUI progress update
While you're revamping the GUI, how about an option to click on an alarm to silence it for 5 minutes?
When my low-oil alarm goes off it's going to take me a while to fix it. The continuous alarm is annoying and masks any new alarms such as a biter invasion.
When my low-oil alarm goes off it's going to take me a while to fix it. The continuous alarm is annoying and masks any new alarms such as a biter invasion.
- Fri Jan 11, 2019 1:12 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64941
Re: Friday Facts #276 - Belt item spacing & Script rendering
That said, do you bother to use red, or at least blue, belts as expressways to feed yellow belt assembly machine lines, using splitters to move stuff onto and off of the higher tier belts? I typically use cost-effective red buses. Most of my assembler machine lines are yellow. There's one place - l...
- Sun Jan 06, 2019 3:15 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155682
Re: Friday Facts #275 - 0.17 Science changes
Trains need 3 things: Fuel, engines and rails. Solid fuel is a great train fuel. Automating engines is mandatory because it can not be hand crafted and is an ingredient for locomotives. Rails are for trains. Put all 3 into blue science and it's a perfect setup for building the train network. Trains...
- Sun Jan 06, 2019 12:16 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155682
Re: Friday Facts #275 - 0.17 Science changes
So my personal view on this (doubtful everyone/anyone in Wube agrees with this) is that if there is an item you need to craft once to win, there is no reason why there should be two items you need to craft to win. A line is drawn and everything after that is content for the player who is not here f...
- Sun Jan 06, 2019 12:07 am
- Forum: Modding interface requests
- Topic: Performant train routing
- Replies: 0
- Views: 716
Performant train routing
The objective is to provide improved control of train routing without impacting performance and with neither the implementation complexity nor the end use complexity of LTN. There are many existing suggestions for providing increased control of train routing. However they tend to require hooks into ...
- Sat Jan 05, 2019 10:44 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155682
Re: Friday Facts #275 - 0.17 Science changes
I like the idea of a test launch. A simpler approach would be to have all launches produce space science, for satellite technology to require space science, and for vanilla victory to require launch of a rocket with satellite. The question I would ask is: Should the player be rewarded with victory ...
- Sat Jan 05, 2019 3:19 am
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64941
- Sat Jan 05, 2019 3:17 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155682
Re: Friday Facts #275 - 0.17 Science changes
Personally I dislike the launch without a satellite because it feels so useless. Suggestion: How about adding a "Test launch" feature to the rocket silo? This test launch does the same as a normal rocket launch without a satellite, but gives the player 100 space science packs. These can n...
- Fri Jan 04, 2019 7:49 pm
- Forum: News
- Topic: Friday Facts #276 - Belt item spacing & Script rendering
- Replies: 155
- Views: 64941
Re: Friday Facts #276 - Belt item spacing & Script rendering
Good changes reported in this FFF. Thank you. As the smelting recipe change, I am proposing the following: - Iron plate, copper plate, stone brick: 3.2 - Steel: 16 That would mean exactly 48 stone furnaces per yellow belt, which is the number that people already build, but some of the last ones flic...
- Wed Jan 02, 2019 9:28 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155682
Re: Friday Facts #275 - 0.17 Science changes
Adding pipes to green science is a step too far. Raw material cost is only one metric. Another metric is complexity, as determined by the number of assembler types needed to make a single flask. How about not 'adding', but 'replacing' other ingredient? An interesting idea but considering the variou...
- Wed Jan 02, 2019 8:49 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155682
Re: Friday Facts #275 - 0.17 Science changes
Adding pipes to green science is a step too far. Raw material cost is only one metric. Another metric is complexity, as determined by the number of assembler types needed to make a single flask. Red science needs electricity and 2 kinds of assemblers - Iron Gear Wheel and Science Pack 1. One of thes...
- Wed Jan 02, 2019 6:39 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155682
Re: Friday Facts #275 - 0.17 Science changes
Why do I need a Pickaxe to pick up a building I placed a while back. I have used a Pickaxe many times in real life, and let me assure you, the results would need a repair pack to be back to normal and be “placable” again. The whole idea that unplacing takes longer than placing - often compounded by...
- Wed Jan 02, 2019 4:49 am
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155682
Re: Friday Facts #275 - 0.17 Science changes
If you actually want the devs to change their minds on this, then you need to provide a logical argument that explains "why keeping the pickaxe makes Factorio a better game". That has been done many times. What has not been done is to explain why removing the pickaxe makes Factorio better...
- Tue Jan 01, 2019 9:14 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 155682