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by DingoPD
Mon Sep 14, 2020 1:45 pm
Forum: Ideas and Suggestions
Topic: Slightly smarter inserters for trains?
Replies: 16
Views: 3291

Re: Slightly smarter inserters for trains?

That potentially makes UX a lot worse though. If an inserter with a full hand hovers over a container without inserting it's very clear that the container is full - exactly the same behavior as for belts. If the inserter doesn't move at all on full containers then you have to manually inspect each ...
by DingoPD
Mon Sep 14, 2020 11:36 am
Forum: Ideas and Suggestions
Topic: Slightly smarter inserters for trains?
Replies: 16
Views: 3291

Re: Slightly smarter inserters for trains?

When that check is made, the inserter already has the items in its hand. Should it put them back in the box? What if that box is full? Or should you check earlier? And should you check all inserters that are putting things in the box to make sure they aren't already putting that item in it? Or shou...
by DingoPD
Sun Sep 13, 2020 7:37 pm
Forum: Ideas and Suggestions
Topic: Slightly smarter inserters for trains?
Replies: 16
Views: 3291

Re: Slightly smarter inserters for trains?

While this would be nice it would probably cost too much performance as those checks would have be made in all cases. Not just the very few ones you'd see a benefit in Not really, there is already check in place to make sure the inserter can put the items in, so when that fails, you can run the cal...
by DingoPD
Sun Sep 13, 2020 11:59 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17697

Re: Do not show no_power_warning icon when using power switch

No, it works as an “immediate supply network” ... Any device that is connected in a power network comes in one of two lists: consumers and producers. All consumers and producers are summed up. And then the consumed energy is taken from the produced energy ... Thanks for the explanation, that really...
by DingoPD
Sun Sep 13, 2020 3:21 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17697

Re: Do not show no_power_warning icon when using power switch

This. If you want to extend the idea a bit, you can have the warning appear, but different in some way that is far less intrusive (e.g. icon solid instead of flashing) to indicate that the network is unpowered AND behind a switch that could fix it. Regardless, any situation where the network would ...
by DingoPD
Sun Sep 13, 2020 2:20 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17697

Re: Do not show no_power_warning icon when using power switch

So let's say you have 3 logical sections of power in your base. Not actual sections, just logical divisions. Section 1 has no power generation options. Section 2 is using nuclear, and is connected to section 1 via a regular power pole. It is there to power section 1. Section 3 is using steam, and i...
by DingoPD
Sat Sep 12, 2020 10:51 pm
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17697

Re: Do not show no_power_warning icon when using power switch

The game can see the intent by detecting the presence of the power switch on the isolated network and whether the power switch itself is powered, in that respect the power switch would work the same as a power generator. Except that instead of generating the power by consuming some resource, it'd ge...
by DingoPD
Sat Sep 12, 2020 9:19 pm
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17697

Re: Do not show no_power_warning icon when using power switch

How would the game distinguish between intentional open switch disconnection and a broken connection creating a network that coincidentally contains an open switch? First, I'm sorry for necroing my own post this long after, honestly i completely forgot about it after i didn't have time to play for ...
by DingoPD
Sat Sep 12, 2020 9:12 pm
Forum: Ideas and Suggestions
Topic: Personal logistics numeric input tiny UI QOL tweak
Replies: 3
Views: 1017

Personal logistics numeric input tiny UI QOL tweak

When adding item requests in personal logistics, i tend to set the max amount to less than infinity, usually i set it the same as the min amount. So i end up always typing it in, because the default value after clicking the input box is zero. It would really be nice to have the max amount be preset ...
by DingoPD
Mon Oct 01, 2018 3:30 am
Forum: Ideas and Suggestions
Topic: Train station groups
Replies: 10
Views: 3533

Re: Train station groups

I have not yet tried them out, but it is my understanding that the LTN and FARL mods should help you with this. I also noticed that the Devs incorporate the best mods features into the core game. I would be curious to know why they have not yet incorporated at least LTN since it is so quite popular...
by DingoPD
Mon Oct 01, 2018 3:15 am
Forum: Ideas and Suggestions
Topic: Train station groups
Replies: 10
Views: 3533

Re: Train station groups

Not sure about grouping stations, this seems to be pretty complex to implement into existing game logic. However I am totally up for circuit controls for a station pathfinding value Here is my old suggestion on the matter Train pathfinding on stations with same name I don't think the groups would b...
by DingoPD
Mon Oct 01, 2018 2:58 am
Forum: Ideas and Suggestions
Topic: Train station groups
Replies: 10
Views: 3533

Re: Train station groups

Stations can only unload so fast, no amount of trains will help you if they all queued behind a single station, everything is pretty much question of scale. For example, making regular ammo, it takes 4 iron plate per banana, so in order to get 320 bananas per second (8 blue belts worth), you will ne...
by DingoPD
Sat Sep 29, 2018 4:19 am
Forum: Ideas and Suggestions
Topic: Train station groups
Replies: 10
Views: 3533

Train station groups

TL;DR Add ability to group together stations of the same name using signal, with the option of affecting the path cost of the train within the group. factorio_station_group.jpg Eh ? Let's face it, single station, no matter how big usually isn't up to the task to keep things fed at a decent rate. Mu...
by DingoPD
Wed Sep 26, 2018 3:52 pm
Forum: Mechanical Throughput Magic (circuit-free)
Topic: compact 8x belt mixer
Replies: 4
Views: 6463

Re: compact 8x belt mixer

Here is collection of the ones i've made over time, the 8x16 is great for feeding piercing ammo assemblers :) Factorio_Mixers.jpg 0eNrdXdtuGzkM/Rc/x4uRSN3yAfu2X7BYFElrFEZTO7CdwkWRf187dlrvRjM+PKMpij4FceIzHEmkSB6K+ja7f3haPG6Wq927+/X60+z2249PtrPbvy9+Pf5t+X69On28XX5c3T0cP9t9fVzMbmfL3eLz7Ga2uvt8/G2xf9wst...
by DingoPD
Tue Sep 25, 2018 3:32 pm
Forum: Combinator Creations
Topic: Jamming more signals into your signals so you can signal more while you signal
Replies: 9
Views: 4770

Re: Jamming more signals into your signals so you can signal more while you signal

Jap2.0 wrote:
Mon Sep 24, 2018 10:04 pm
... I believe you're the first person to comment on that ...
That is really suprising, sometimes when i read the stuff here, i get this feeling that about half the silicon design teams from both intel and amd play factorio or troll the forums for ideas ...
by DingoPD
Mon Sep 24, 2018 9:44 pm
Forum: Combinator Creations
Topic: Jamming more signals into your signals so you can signal more while you signal
Replies: 9
Views: 4770

Re: Jamming more signals into your signals so you can signal more while you signal

Do you really need 16 bits of accuracy? You can do a lot better if you settle for 3. My thought behind it was i can track supply and demand with the same signal, since there is more signals than there is items in the game (with the extra signal tab), i should have enough signals to cover every item...
by DingoPD
Mon Sep 24, 2018 9:13 pm
Forum: Combinator Creations
Topic: Jamming more signals into your signals so you can signal more while you signal
Replies: 9
Views: 4770

Re: Jamming more signals into your signals so you can signal more while you signal

Come one, the word signal is only used 55 times on this page! the subject should have been a warning for ya, hehe :) I'm suprised you counted them, myself i lost count after about 4. On a more serious side note, this is cool, although I have no idea how it works (I might take a look at it eventuall...
by DingoPD
Wed Sep 19, 2018 12:47 am
Forum: Ideas and Suggestions
Topic: Do not show no_power_warning icon when using power switch
Replies: 68
Views: 17697

Re: Do not show no_power_warning icon when using power switch

The game already detects and highlights wire links connected to power switches. Would it be possible to just take it that extra step forward, color all the wires of the powered down segment red, and flag the connected machines as powered down? That would make it dead easy to spot by the player. Some...
by DingoPD
Tue Sep 18, 2018 3:04 am
Forum: Combinator Creations
Topic: Jamming more signals into your signals so you can signal more while you signal
Replies: 9
Views: 4770

Re: Jamming more signals into your signals so you can signal more while you signal

Since i had built the multiplexer in my playground, i couldn't resist to plug in few signal generators and see how fast it can be pushed ... not very fast i found out, it works fine for my train signals, but it balks when you start pushing multiple updates per second. So after couple of alternate ve...
by DingoPD
Mon Sep 17, 2018 9:36 pm
Forum: Combinator Creations
Topic: Jamming more signals into your signals so you can signal more while you signal
Replies: 9
Views: 4770

Jamming more signals into your signals so you can signal more while you signal

I'm sure someone smarter already came up with this before, but for what it is worth, here's my take on getting more signals to do more things to be able to debug more often. I come from era where bit flag arrays stored in integers were still a thing, since then I've had a soft spot for bit manipulat...

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