Search found 1528 matches

by Qon
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...
by Qon
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

JimBarracus wrote:
Wed Nov 04, 2020 9:04 am
There should be actual nuclear artillery shells.
Capsule Ammo by Qon
among others.
There's several mods for that if you want it. My mod is the best one, imo ;)
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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...
by Qon
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 ...
by Qon
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...
by Qon
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...
by Qon
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... :shock:
by Qon
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.
by Qon
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.
by Qon
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

KoblerMan wrote:
Thu Oct 22, 2020 12:31 pm
I'll be honest, I wasn't exactly expecting 66% of people to try and shoot this down over balance concerns. If you don't like double-headed trains, nobody is forcing you to use them, guys. :)
This is an argument against balance. Just remove the thread if that's your position.
by Qon
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?
by Qon
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.
by Qon
Tue Oct 20, 2020 11:44 am
Forum: Ideas and Suggestions
Topic: Biters using themselves as landfill
Replies: 18
Views: 735

Re: Biters using themselves as landfill

PaqpuK wrote:
Tue Oct 20, 2020 11:00 am
Qon wrote:
Tue Oct 20, 2020 10:43 am
deaths would just give a penalty to the path finder distance
This problem is easily solved by making these "too-much-death-no-go-zones" relative.
Yes, that is the effect of what I said.
by Qon
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...
by Qon
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...
by Qon
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...

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