Search found 223 matches
- Sat Mar 25, 2023 5:11 pm
- Forum: Ideas and Suggestions
- Topic: Rail / chain signals: visualize relevant paths.
- Replies: 5
- Views: 996
Re: Rail / chain signals: visualize relevant paths.
Yeah, I should have done my mock differently. For the last case with the intersection block occupied, but not the exit blocks, I think you'd want a different symbol like a square instead of an X. (Because squares are blocks. XD ) Then when you're looking at the one chain signal you can at a glance k...
- Fri Mar 24, 2023 5:04 am
- Forum: Ideas and Suggestions
- Topic: Rail / chain signals: visualize relevant paths.
- Replies: 5
- Views: 996
Re: Rail / chain signals: visualize relevant paths.
Fury's right though - it's not only blue because of the adjacent signals, but also because of the state of the current block . (Inside of this intersection.) Thinking about it more, I still think that could be helped with this type of visualization. Knowing that the signal's red because of the curre...
- Thu Mar 23, 2023 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Rail / chain signals: visualize relevant paths.
- Replies: 5
- Views: 996
Rail / chain signals: visualize relevant paths.
TL;DR When selected, rail / chain signals should show which paths affect their current color. What ? Rail and chain signals should highlight which paths contributed to them showing red, yellow, or blue. This will help newer players to more quickly understand how they work, and allow experienced pla...
- Tue Mar 21, 2023 10:32 pm
- Forum: Ideas and Suggestions
- Topic: New train cars visualization quantity with signals & train stations
- Replies: 13
- Views: 4469
Re: New train cars visualization quantity with signals & train stations
I was actually going to post a similar suggestion, to add the numbers to the existing train-length visualization when placing signals or stations. But this one's even better, because I can't see the end of the train if I'm not zoomed out, or using very long trains. Would love to see this in the game...
- Fri Jun 19, 2020 2:54 pm
- Forum: News
- Topic: Friday Facts #352 - New website
- Replies: 83
- Views: 40058
Re: Friday Facts #352 - New website
This CSS tutorial has both shadows and a triangle in CSS. Combine it with the above poster's solution for the square+triangle.
- Sun Dec 15, 2019 3:46 am
- Forum: Ideas and Requests For Mods
- Topic: Hazard lights
- Replies: 10
- Views: 4019
Re: Hazard lights
can you make a list of Entities that you want these Hazard lights on specifically? or should i make that Sorry for the late reply; I haven't played Factorio a lot in the last two years (possibly at all...) and definitely have't checked the forums until today. If it was up to me, every building ever...
- Sun Dec 15, 2019 3:33 am
- Forum: Ideas and Suggestions
- Topic: Make coal highligh a different color
- Replies: 1
- Views: 1249
Re: Make coal highligh a different color
This would actually help quite a bit, for what I assume is a relatively easy change to make. P.S. DragonMudd, if you're posting screenshots, it helps a lot if they don't have a bunch of clutter all over the place. It took me like, 2 minutes to see which part of the copper screenshots you were talkin...
- Sun Dec 15, 2019 3:30 am
- Forum: Implemented Suggestions
- Topic: Make save game overwrites less dangerous
- Replies: 91
- Views: 33339
Re: Make save game overwrites less dangerous
+1 for new-game saves defaulting to an empty name. Also...deleting a save has a confirmation, but overwriting does not? They're both just as dangerous. :S
- Wed Mar 27, 2019 1:57 am
- Forum: Ideas and Suggestions
- Topic: Rail Research Re-Work
- Replies: 10
- Views: 3038
Re: Rail Research Re-Work
Signals are only required if you have several trains on one track. You also need them for intersections between tracks. agree that most players will not use this possibility and will instead want to use automatic trains right from the start Yup. The car is better for manual driving, since it gives ...
- Mon Mar 25, 2019 1:35 pm
- Forum: Ideas and Suggestions
- Topic: Rail Research Re-Work
- Replies: 10
- Views: 3038
Re: Rail Research Re-Work
(Edited main post to be more "why", very little "what", remove all the "how", and improve the overall argument.)
- Sat Mar 23, 2019 12:55 pm
- Forum: Ideas and Suggestions
- Topic: Train Colors in HSV
- Replies: 45
- Views: 13814
Re: Train Colors in HSV
A square-and-rainbow picker like in GIMP is much better for a visual / GUI picker than sliders, since it immediately shows the person what new values they can choose relative to other colors. The best solution would be the GIMP visual-picker, plus RGB and HSV hex-code input-boxes down below...which ...
- Sat Mar 23, 2019 12:40 pm
- Forum: Ideas and Suggestions
- Topic: Move map tag icon layer above everything else
- Replies: 1
- Views: 1006
Re: Move map tag icon layer above everything else
This would be a really nice quality of life improvement to the UI! :)
- Sat Mar 23, 2019 12:33 pm
- Forum: Ideas and Suggestions
- Topic: Add more interesting things to find around the map in freeplay
- Replies: 2
- Views: 1117
Re: Add more interesting things to find around the map in freeplay
+1 for randomly scattered loot crates on the map! :)
- Sat Mar 23, 2019 12:01 pm
- Forum: Ideas and Suggestions
- Topic: 0.17 feedback: The new UI of Controls settings is inefficiency
- Replies: 2
- Views: 1200
Re: 0.17 feedback: The new UI of Controls settings is inefficiency
Yes, please use tabs for different sections of settings, not these in-place folding-sections. This type of folding-section UI is very useful in something like a text-editor / IDE, when you're looking at blocks and sub-blocks of code, but doesn't provide any benefit on settings-pages. I'd also like t...
- Mon Mar 11, 2019 2:28 am
- Forum: Implemented Suggestions
- Topic: Saved research progress should be shown before continuing research
- Replies: 18
- Views: 6122
Re: Show progress of cancelled research
I just ran into this today, in my game. +1
- Mon Mar 11, 2019 2:26 am
- Forum: Ideas and Suggestions
- Topic: Underground infrastructure in concrete
- Replies: 15
- Views: 3392
Re: Underground infrastructure in concrete
This would have a bunch of weird edge cases, like having one half of a pipe start on concrete and end on grass, for example. (Not only for programming it without bugs, but to make it understandable to new players.) It would be a lot simpler, to have longer underground pipes and belts, which are cons...
- Mon Mar 11, 2019 2:22 am
- Forum: Ideas and Suggestions
- Topic: Allow negative evolution values
- Replies: 10
- Views: 3480
Re: Allowing negative numbers for Evolution factors
I would also like the option of negative numbers, plz.
- Sun Mar 10, 2019 1:08 pm
- Forum: Ideas and Suggestions
- Topic: Greater variety of equipment grid module sizes
- Replies: 8
- Views: 3019
Re: Greater variety of equipment grid module sizes
the way it is right now suggests to me it was intended to be more They put in the time and effort to have a 2D grid instead of just weight/mass and a 1D usage-limit. The puzzle right now, though, as you point out, isn't very good. Even just with rectangles, we could have different sizes. 1x3, 2x3, ...
- Sun Mar 10, 2019 10:43 am
- Forum: Ideas and Suggestions
- Topic: Please Bring Back Chests and Power Poles as Sources of Fuel
- Replies: 44
- Views: 11529
Re: Please Bring Back Chests and Power Poles as Sources of Fuel
Just put a grinder building into the game. It costs some gears and iron, and just destroys items inserted into it.
- Sun Mar 10, 2019 10:16 am
- Forum: Ideas and Suggestions
- Topic: Greater variety of equipment grid module sizes
- Replies: 8
- Views: 3019
Re: Greater variety of equipment grid module sizes
Tetromino-shaped equipment would be even better! :)