Search found 35 matches

by Galdoc
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...
by Galdoc
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
by Galdoc
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...
by Galdoc
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 ...
by Galdoc
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.
by Galdoc
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.
by Galdoc
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...
by Galdoc
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. :)
by Galdoc
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 ...
by Galdoc
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...
by Galdoc
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...
by Galdoc
Thu Oct 19, 2023 8:35 pm
Forum: Mods
Topic: [Mod: 0.1.15] Galdoc's Manufacturing
Replies: 2
Views: 736

Re: [Mod: 0.1.15] Galdoc's Manufacturing

Done. <3
by Galdoc
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...
by Galdoc
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.
by Galdoc
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...
by Galdoc
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...
by Galdoc
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...
by Galdoc
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...
by Galdoc
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*...

Go to advanced search