Search found 1528 matches
- Sat Nov 14, 2020 9:36 am
- Forum: Modding help
- Topic: [1.0] Alt view layered icon scaling issue
- Replies: 1
- Views: 86
[1.0] Alt view layered icon scaling issue
With correctly scaled (icon for recipe and item is correctly scaled in inventory and crafting tab) icons, the alt view for entities is at the same time not correctly scaled. For https://mods.factorio.com/mod/CapsuleAmmo it means the items introduced gets a 1x1 pixel sized icon in alt view on assembl...
- Wed Nov 04, 2020 12:45 pm
- Forum: Balancing
- Topic: Atomic bomb is too weak
- Replies: 6
- Views: 757
Re: Atomic bomb is too weak
Capsule Ammo by Qon
among others.
There's several mods for that if you want it. My mod is the best one, imo

- Sun Nov 01, 2020 10:50 am
- Forum: Ideas and Suggestions
- Topic: Text plates
- Replies: 46
- Views: 1840
Re: Text plates
In that thread I posted about the solution. The game already has text "text plates" buildable in game. There's a mod for that: Signal Signs by Qon It makes (vanilla) text comments with constant combinator blueprints made from text input, using the alt mode and letter signals. There's some limitation...
- Sun Nov 01, 2020 10:15 am
- Forum: Ideas and Suggestions
- Topic: Option to build ghost automatically if out of reach.
- Replies: 10
- Views: 451
Re: Option to build ghost automatically if out of reach.
Yes please! This is the reason I use mods that improve my building reach, so I don't have to hear "Duduh!!!" and then try again all the time. And it's frustrating to use the same key for rotating counterclockwise as ghost building, which makes it really confusing when I want to do clockwise rotation...
- Fri Oct 30, 2020 10:44 am
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 140
- Views: 26485
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Would you also fix 3rd of my long term pain. Add Description for a combinator. Due to complexity of some creations, it is great to prevent re-invent wheel feel and allow write notes what is what, what it is doing/idea/guide. Basiicaly same descrition box as blueeprint has. Yea it's hard to understa...
- Sun Oct 25, 2020 12:01 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 173
- Views: 8327
Re: Optimization idea: abstraction
yagaodirac is trying to design a new game around the abstraction optimization tech. Ah ok. I missed that somehow. But I think it's a bad idea attempting to do it as a mod for Factorio. You'd be attempting to circumvent the game simulation in a game that's built around everything (that is built by p...
- Sun Oct 25, 2020 11:54 am
- Forum: General discussion
- Topic: Game optimization and playability
- Replies: 33
- Views: 2316
Re: Game optimization and playability
What is the point spending 300hrs on a save, when there is only one thing, which is 100% going to happen, and it's reaching the roof. Already when creating a new world I can tell you when it is going to end. I know that the game cannot be simply turned to multithreaded, but it would make me feel a ...
- Sat Oct 24, 2020 4:21 pm
- Forum: Ideas and Suggestions
- Topic: Optimization idea: abstraction
- Replies: 173
- Views: 8327
Re: Optimization idea: abstraction
I think we should review the design of this game, rather than base on it and then try something epic but not very practical. I already know it to be great. Why should we review it, in this context? If we are modding then if we think something sounds cool and worth implementing and do it then that's...
- Sat Oct 24, 2020 1:24 pm
- Forum: Outdated/Not implemented
- Topic: Reverse-facing locomotives contribute to total train power
- Replies: 51
- Views: 1780
Re: Reverse-facing locomotives contribute to total train power
What am I missing? Single headed require way more space for those loops. Especially noticable for smaller stations where the loop requirement might not be easily satifiable and at the early stages where you don't have the space for those right where you want it. Double headed trains are way more co...
- Thu Oct 22, 2020 9:38 pm
- Forum: Modding interface requests
- Topic: game.take_screenshot mapshot
- Replies: 1
- Views: 136
Re: game.take_screenshot mapshot
This could enable some cool mods... 

- Thu Oct 22, 2020 4:37 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Speed/Prodictivty effecting burner tech
- Replies: 10
- Views: 444
Re: [Request] Speed/Prodictivty effecting burner tech
creative mod starts out by giving you the choice of starting with cheats (everything researched) and has a button to unlock all tech.
- Thu Oct 22, 2020 1:52 pm
- Forum: General discussion
- Topic: Power Poles
- Replies: 12
- Views: 1012
Re: Power Poles
New poles are better.
This thread is meaningleas. No argument for why means there's no substance to critique and no need for any counter argument to refute your position.
This thread is meaningleas. No argument for why means there's no substance to critique and no need for any counter argument to refute your position.
- Thu Oct 22, 2020 1:45 pm
- Forum: Outdated/Not implemented
- Topic: Reverse-facing locomotives contribute to total train power
- Replies: 51
- Views: 1780
Re: Reverse-facing locomotives contribute to total train power
This is an argument against balance. Just remove the thread if that's your position.
- Thu Oct 22, 2020 11:47 am
- Forum: Ideas and Suggestions
- Topic: Right click with deconstruction planner to blacklist items.
- Replies: 9
- Views: 377
Re: Right click with deconstruction planner to blacklist items.
I have made a mod to solve this issue and more. I never released it, but maybe it's time I polished and released it now?
- Tue Oct 20, 2020 11:49 am
- Forum: Balancing
- Topic: Atomic bomb is too weak
- Replies: 6
- Views: 757
Re: Atomic bomb is too weak
Bomb range revert: viewtopic.php?p=509469#p509469
I might look into making it deal proper damage and fix the explosion size some other time. Or someone else does it.
I might look into making it deal proper damage and fix the explosion size some other time. Or someone else does it.
- Tue Oct 20, 2020 11:44 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 18
- Views: 735
- Tue Oct 20, 2020 10:43 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 18
- Views: 735
Re: Biters using themselves as landfill
Biters shouldn't be just another production that you've built and forgot about, it's more fun when it's a looming threat that you have to deal with. If I just wanted to get rid of this strategy, than I would've suggested swimming biters, but I want water walls to still be a legitimate strategy, but...
- Tue Oct 20, 2020 9:37 am
- Forum: Ideas and Suggestions
- Topic: Corresponds RCon to mod rather than server?
- Replies: 4
- Views: 191
Re: Corresponds RCon to mod rather than server?
This should probably be in the modding help section, right? But please clearly state what you need help with. Also please tell us what your mod is supposed to do, it makes it much easier to help you. If you had told us that earlier I could have pointed you to the rcon API earlier and you wouldn't ha...
- Tue Oct 20, 2020 9:26 am
- Forum: Ideas and Suggestions
- Topic: Biters using themselves as landfill
- Replies: 18
- Views: 735
Re: Biters using themselves as landfill
I want Well the devs don't. It's clearly not an oversight or accident that water and cliffs block the natives. Sounds like this belongs in the "ideas and requests for mods" section. Factorio's water gives the player the biggest exploit against the game's only dynamic threat - biters. By carefully p...
- Sat Oct 17, 2020 7:05 am
- Forum: Ideas and Requests For Mods
- Topic: Automatic construction of conveyors
- Replies: 1
- Views: 133