Search found 35 matches
- Tue Nov 12, 2024 10:20 pm
- Forum: Ideas and Suggestions
- Topic: Show "Active Signals" on all circuit connected entities
- Replies: 0
- Views: 90
Show "Active Signals" on all circuit connected entities
The decider and arithmetic combinators have this beautiful section on the bottom showing 'input' and 'output' signals. This is great. Let's put it on anything connected to a circuit network. The simplest implementation would be to simply have the signals that normally are shown in the tooltip when m...
- Tue Nov 12, 2024 1:14 pm
- Forum: Ideas and Suggestions
- Topic: Upgrade recipes with Upgrade Planner (Quality !)
- Replies: 4
- Views: 404
Re: Upgrade recipes with Upgrade Planner (Quality !)
Glad I searched; had this exact request. <3
- Sat Nov 09, 2024 3:00 am
- Forum: Bug Reports
- Topic: Tooltip for "Each" wildcard is insufficient for arithmetic combinator
- Replies: 5
- Views: 221
Re: Tooltip for "Each" wildcard is insufficient for arithmetic combinator
Proposed tooltip exact text: When use as input, this considers each input signal individually. In a decider combinator, it will output each signal that has completely passed all conditions. In an arithmetic combinator, if the output is not also an Each wildcard, the value of the chosen output signal...
- Fri Nov 08, 2024 3:20 pm
- Forum: Bug Reports
- Topic: Tooltip for "Each" wildcard is insufficient for arithmetic combinator
- Replies: 5
- Views: 221
Tooltip for "Each" wildcard is insufficient for arithmetic combinator
The tooltip for the "Each" signal does not do a good job of explaining its behavior in the context of an arithmetic combinator. For example, each + 0 = (sum of all values), each + each = each * 2, etc. are not at all well explained. It also references the notion of 'passing conditions' in ...
- Sun Oct 27, 2024 9:49 pm
- Forum: Not a bug
- Topic: Filters showing SA icons when SA isn't enabled
- Replies: 2
- Views: 118
Re: Filters showing SA icons when SA isn't enabled
Huh. That's really odd. I screwed up; apologies.
- Sat Oct 26, 2024 8:29 pm
- Forum: Not a bug
- Topic: Filters showing SA icons when SA isn't enabled
- Replies: 2
- Views: 118
Filters showing SA icons when SA isn't enabled
Pumps, Combinators, and other things that can have icons for circuit networks show icons exclusive to SA even when SA and its dependencies (from the mod menu) aren't enabled.
- Fri May 10, 2024 3:08 pm
- Forum: Documentation Improvement Requests
- Topic: Mark certain properties as "conditionally optional"
- Replies: 0
- Views: 397
Mark certain properties as "conditionally optional"
The best way to describe this is with an example. In the ItemPrototype, the properties icon/icon_size and icons are both conditionally optional -- that is, you need either icons or both icon and icon_size. I don't know of a great way to show that these are linked -- I think it is important to figure...
- Sun Mar 17, 2024 9:02 pm
- Forum: Ideas and Suggestions
- Topic: Master Settings / Startup ressources slider / shuffle resources
- Replies: 34
- Views: 15738
Re: Master Settings / Startup ressources slider / shuffle resources
Thanks! I did a search and didn't find this thread.
- Sun Mar 17, 2024 7:02 pm
- Forum: Ideas and Suggestions
- Topic: Master Settings / Startup ressources slider / shuffle resources
- Replies: 34
- Views: 15738
Copy/Paste Startup resource slider settings like we do with entities in game
TL;DR: Copy/Paste startup Resource slider settings the same way we copy/paste settings across machines in the game (ex: shift-right-click to copy the recipe from an assembler, and then using shift-left-click to paste it to other assemblers). Why? Some modpacks have so, so, so many resources, and it ...
- Tue Jan 23, 2024 4:14 pm
- Forum: Resolved Requests
- Topic: Add item "shorthand" ingredient format to Ingredient Prototype page
- Replies: 1
- Views: 457
- Fri Dec 29, 2023 6:17 pm
- Forum: Ideas and Suggestions
- Topic: "Manage" tab suggestions
- Replies: 0
- Views: 348
"Manage" tab suggestions
I love the coming changes for the Mod window in 2.0. :) With that said, I've a few suggestions for the Manage tab: 1) Click-drag (de)activates groups of mods. As in, click on one to (un)check it, and drag across other checkboxes to similarily toggle them. This is how layers can be toggled in Photosh...
- Sat Oct 21, 2023 2:45 am
- Forum: Modding interface requests
- Topic: Quality Quality of Life Quality reQuests
- Replies: 0
- Views: 574
Quality Quality of Life Quality reQuests
Though the implementation of the Quality system isn’t public, I wanted to put a request in for them because Now is likely when it’s easiest to implement them. I combined three related requests into one post because I believe that together, they are more than the sum of the parts. The first one is th...
- Thu Oct 19, 2023 8:35 pm
- Forum: Mods
- Topic: [Mod: 0.1.15] Galdoc's Manufacturing
- Replies: 2
- Views: 736
- Thu Oct 19, 2023 3:38 pm
- Forum: Mods
- Topic: [Mod: 0.1.15] Galdoc's Manufacturing
- Replies: 2
- Views: 736
[Mod: 0.1.15] Galdoc's Manufacturing
# Galdoc's Manufacturing Mod link: https://mods.factorio.com/mod/galdocs-manufacturing This is a complexity-adding mod to add some delicious realism into Factorio. I have a devlog in which I go into great detail. The first one is at: https://youtu.be/igj0uCnbXK0 This is the Metalworking phase of the...
- Sat Oct 07, 2023 12:11 pm
- Forum: Modding interface requests
- Topic: Per-Item localization for Quality tiers
- Replies: 3
- Views: 769
Re: Per-Item localization for Quality tiers
It is Based.
... on a guess.
... on a guess.
- Fri Oct 06, 2023 10:03 pm
- Forum: Modding interface requests
- Topic: Per-Item localization for Quality tiers
- Replies: 3
- Views: 769
Per-Item localization for Quality tiers
Seeking wisdom, I spoke to an Epic Fish swimming in the remains of a Legendary Used-Up Uranium Fuel Cell (whose exploits are still revered to this day) and recieved Rare Advice. What if, instead of a one-size-fits-all approach to localizing the quality tiers, item prototypes could have individualize...
- Fri Oct 06, 2023 1:32 pm
- Forum: Modding interface requests
- Topic: Fungible Reagents
- Replies: 1
- Views: 427
Fungible Reagents
What is it: When crafting by hand or in an 'assembling-machine' of some sort, individual ingredients can be drawn from a pool. At simplest, this could be a list of ingredients that can be used -- for example, {"iron-plate", "steel-plate"}. Adding functionality, it might look like...
- Sat Aug 26, 2017 12:57 pm
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 63507
Re: [0.15.x] Petrochem Plus
Hey! Glad you're back Kinnom. A friend of mine was playing through with PCP, and when he got to the stage of making Rocket Fuel, there was a missing recipe, rendering the game in ... complete ... able. Uncompleteable? Is this even a word? Anyway, that. He doesn't remember what the actual chemical wa...
- Fri Aug 04, 2017 1:42 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1577177
Re: Development and Discussion
Sounds to me you need to focus more on your ratios and scaling down, or the better option of learning the beauty of circuit networks. A well designed factory will naturally scale up or down to satisfy demand without wasting resources, basically operating 100% of the time without the need for stockp...
- Thu Aug 03, 2017 11:44 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1577177
Re: Development and Discussion
Quick suggestion! So, I've finished my 2nd playthrough, and I have found the same problem twice. Once I set up the basic refining chains for all six minerals for slagless sorting, I ran into the issue that I had warehouses full of ores I couldn't use. Nickel, Lead, Zinc, Aluminum, Tin ... I had *so*...