Search found 150 matches
- Mon May 06, 2024 3:46 pm
- Forum: Ideas and Suggestions
- Topic: A convenient turn
- Replies: 10
- Views: 421
Re: A convenient turn
Not only that, those expensive mice are configurable so you can set the buttons to whatever you like (R, shift-R), on a per-app basis.
- Mon May 06, 2024 1:28 am
- Forum: Ideas and Suggestions
- Topic: New Research - Drone Charging Speed
- Replies: 14
- Views: 469
Re: New Research - Drone Charging Speed
You can mine bots out of the air (right click them). Then they are taken into inventory and recharged instantly.
- Mon Apr 29, 2024 1:26 am
- Forum: Ideas and Suggestions
- Topic: Recursive use of Blueprint
- Replies: 20
- Views: 8743
Re: Recursive use of Blueprint
Oh, god, yes, please, please, please ascend Recursive Blueprints to vanilla.
- Wed Apr 17, 2024 10:37 am
- Forum: Ideas and Suggestions
- Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
- Replies: 19
- Views: 1056
- Tue Apr 16, 2024 7:01 pm
- Forum: Ideas and Suggestions
- Topic: Increase non-stack inserter capacity from 3 to 4 because of stacking
- Replies: 19
- Views: 1056
Re: Increase non-stack inserter capacity from 3 to 4 because of stacking
Erm, currently, the max "non-stack...er, non-bulk" inserter hand size is 4. The 3 is the bonus granted by the various levels of research, that is added to the base level of 1 hand size to get to four.
So, count this suggestion already implemented.
So, count this suggestion already implemented.
- Mon Mar 25, 2024 10:45 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 598
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
The major issue is with modpacks, where the icons are often so similar to each other that trying to distinguish based on just the icon is hopeless. It should be settable per player in multiplayer games, and the name should localize for each player. Internally, the name should just be the icon, this ...
- Sat Mar 23, 2024 9:22 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 598
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
Unfortunately the "add the text" form of the icon only appears to work in chat. Can't get it to work anywhere else.
- Sat Mar 23, 2024 8:05 pm
- Forum: Ideas and Suggestions
- Topic: Rich Text Labels need a toggle to also add the TEXT version after the icon
- Replies: 10
- Views: 598
Re: Rich Text Labels need a toggle to also add the TEXT version after the icon
Can I +1000 this? The text should be localized according to the player viewing it (for multiplayer).
I tried out the solution that mrvn posted, and at least for map tags, it doesn't work. I'll be trying it on train stops when I get a chance, and will report back.
I tried out the solution that mrvn posted, and at least for map tags, it doesn't work. I'll be trying it on train stops when I get a chance, and will report back.
- Sat Mar 16, 2024 2:42 pm
- Forum: Ideas and Suggestions
- Topic: Filter inserters should allow using the items signal count as stack size
- Replies: 9
- Views: 606
Re: Filter inserters should allow using the items signal count as stack size
NO, that's not what I want. The filters will be set by wire. The requested feature is just to have the filter inserter set it's stack size to the signal count of the item it's picking up. If you have the filters set by wire, and send the same set of signals to all the inserters, all of the stack fi...
- Sat Mar 16, 2024 6:55 am
- Forum: Gameplay Help
- Topic: How to avoid two trains to colide
- Replies: 3
- Views: 358
Re: How to avoid two trains to colide
Signals divide rail into blocks. If you hold a signal in your characters hand, it will show with the continuous colored lines where the blocks are. A train in automatic mode will never enter a block occupied by another train. The signal you have placed has divided the track that I can see into two b...
- Wed Mar 13, 2024 2:34 am
- Forum: Ideas and Suggestions
- Topic: Filter inserters should allow using the items signal count as stack size
- Replies: 9
- Views: 606
Re: Filter inserters should allow using the items signal count as stack size
That doesn't limit the number of items you load or remove excess, doesn't handle balancing items between cargo wagons, doesn't handle the requested number of items not being divisible by the number of wagons, doesn't handle loading items with many inserters when you need many items but just one for...
- Sun Mar 10, 2024 10:58 pm
- Forum: Ideas and Suggestions
- Topic: Filter inserters should allow using the items signal count as stack size
- Replies: 9
- Views: 606
Re: Filter inserters should allow using the items signal count as stack size
I agree that this should be a thing, but I disagree that the circuit logic is either complex or large (unless you consider 3 combinators large), nor does it require getting any timing right. You can use "anything, anything" on a decider combinator to pull out one signal from the "this...
- Mon Mar 04, 2024 2:39 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 1931
Re: Can trains ever crash into gates across tracks?
Interesting. The 'Wall D' stop on that screenshot is disabled by a circuit. Does that make a difference to pathing? No, as far as I know, any stop imposes a path penalty of 1000. I've never observed a train taking a sidecut through a disabled stop, even though I have tons that would be convenient t...
- Mon Mar 04, 2024 12:42 pm
- Forum: Gameplay Help
- Topic: Can trains ever crash into gates across tracks?
- Replies: 25
- Views: 1931
Re: Can trains ever crash into gates across tracks?
I have observed trains using stop free paths as a loop to avoid having to stop or slow down for a train crossing in front of them, but never a path that has a stop on it.
- Tue Feb 06, 2024 1:28 am
- Forum: Gameplay Help
- Topic: how do I set the traffic lights so that this train passes?
- Replies: 4
- Views: 548
Re: how do I set the traffic lights so that this train passes?
Keep in mind that trains follow the signals on their right side.
- Fri Feb 02, 2024 5:35 pm
- Forum: Gameplay Help
- Topic: Compact centralized automatic train refueling designs\options (and also a question about train station priority)
- Replies: 3
- Views: 534
Re: Compact centralized automatic train refueling designs\options (and also a question about train station priority)
I do the same, except not with bots, I have a fuel train that delivers fuel to every pickup location. New fuel is delivered only when the chest is empty, which makes switching fuel as better fuel becomes available trivial, I just change the stop at which the fuel train picks up fuel.
- Wed Jan 31, 2024 4:25 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17875
Re: Friday Facts #395 - Generic interrupts and Train stop priority
Lowering the train limit (even to 0) doesn't stop trains that were already en route from going to the station. My setup does that all the time. If the train stops with "No path" flashing, then my guess is the stations is getting disabled, not just the train limit being lowered.
- Mon Jan 29, 2024 10:11 pm
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17875
Re: Friday Facts #395 - Generic interrupts and Train stop priority
A hard priority system follows the orders of the player. A soft priority system is a system which by definition will ignore the players intended behavior. Just set your priorities correctly and dynamically if fixed priorities is not aligned with your intended behavior. So what you're saying, is tha...
- Sat Jan 27, 2024 1:32 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17875
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I see that train blueprints now undergo a state transition once fully constructed. This is a thing I desperately want for more general blueprints: some kind of combinator which sets a signal when the blueprint containing it is fully constructed. I have the issue that I really need for some of my co...
- Sat Jan 27, 2024 1:23 am
- Forum: News
- Topic: Friday Facts #395 - Generic interrupts and Train stop priority
- Replies: 138
- Views: 17875
Re: Friday Facts #395 - Generic interrupts and Train stop priority
I never used icons in stop names, making that a necessity sounds like a terrible idea I think this is needed because in multiplayer one player could in Spanish and the other in English. So 'iron' would then not work in e.g. Spanish… icons prevents this entire problem. You could have a token that re...