Search found 153 matches

by thelordodin
Sun Nov 10, 2024 8:30 am
Forum: Ideas and Requests For Mods
Topic: One time inserter
Replies: 1
Views: 461

One time inserter

Tier 1: A player could place a ghost of this inserter (or inserter itself), when he does a dialog looking like constant combinator appears.
In that dialog by default set signal "C"ount = 1

So then if this inserter moves an item it decreases the counter. When counter is zero the inserter is marked ...
by thelordodin
Thu Oct 31, 2024 7:25 am
Forum: Ideas and Suggestions
Topic: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
Replies: 1
Views: 340

Crushsave - autosave just before crush & how to exactly reproduce mod bugs

Wouldn't that be great to have a save file just a few ticks before the game crushed because of mod error?

This seems counterintuitive... How could we "undo" last few ticks to restore all the game state to that point in time where the game was still be playable.

This might seem hard to implement ...
by thelordodin
Tue Aug 06, 2024 7:30 am
Forum: General discussion
Topic: Space Age general Questions
Replies: 164
Views: 64736

Re: Space Age general Questions

Preorder options? Do you need my money today?))
by thelordodin
Sat Aug 03, 2024 3:21 pm
Forum: General discussion
Topic: Space Age general Questions
Replies: 164
Views: 64736

Space Age expansion without Steam

Hi there!

I bought Factorio here on factorio.com site before it came to Steam. And not only for myself but for my kids too.
So... will I be able to buy the expansion here?
by thelordodin
Sun Dec 24, 2023 7:08 am
Forum: Ideas and Requests For Mods
Topic: [IDEA] Function combinator
Replies: 3
Views: 1126

Re: [IDEA] Function combinator

There are some mods doing this already. Some of good ones are hard to find, because you just don't expect it from mod's name.
Here you go:
https://mods.factorio.com/mod/compaktcircuit
https://mods.factorio.com/mod/integratedCircuitryFixed - what? lamps? I don't need lamps!!! - ha ha ha! But except ...
by thelordodin
Sun Dec 24, 2023 6:53 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 5610

Re: [REQUEST] Per-spawner evolution

By the way I also posted simmilar request a little earliear:
viewtopic.php?p=542142#p542142
by thelordodin
Sun Dec 24, 2023 6:52 am
Forum: Ideas and Requests For Mods
Topic: Geo evolution
Replies: 9
Views: 4199

Re: Geo evolution

Leaved big post on why should do it here: viewtopic.php?f=33&t=95574
by thelordodin
Sun Dec 24, 2023 6:45 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 5610

Re: [REQUEST] Per-spawner evolution


This much just sounds like evolution as a pure factor of distance?

Exactly.

I can explain why this approach is really good at least in some cases.
This will be much different gameplay.

Detailed explanation for "why?":

My kids are playing factorio and there are some common issues i want to ...
by thelordodin
Sat Dec 23, 2023 12:16 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 5610

Re: [REQUEST] Per-spawner evolution

Well... I don't know deeply how to implement it - i've never modded enemies, but I suppose that it will have almost no impact on performance.
- First create say 5 or 10 (setting) copies of each spawner type in game. Each spawner type will be for evo level (Lv1 - Lv5)
- Now each spawner can only ...
by thelordodin
Sat Dec 23, 2023 11:47 am
Forum: Gameplay Help
Topic: Min / Max Combinator circuit help
Replies: 20
Views: 30692

Re: Min / Max Combinator circuit help


i'm fine with mods, i tried without any mod of my own, i thought it wouldn't matter , then maybe it does, but now i definitely think there is a problem in the blueprint, i see the updated book and to me it's only one blueprint inside , in the second position , the filter made of 4 combinators with ...
by thelordodin
Sat Dec 23, 2023 9:41 am
Forum: Gameplay Help
Topic: Min / Max Combinator circuit help
Replies: 20
Views: 30692

Re: Min / Max Combinator circuit help


Are you using mods ? when i tried to import the blueprint it only import 4 combinators connected and 2 constant a little aside, and it's telling me "unknown signal note interface" or "unknown virtual signal name".

I wanted to see if there was some difference with the book i used, which is similar ...
by thelordodin
Fri Dec 22, 2023 11:24 am
Forum: Gameplay Help
Topic: Min / Max Combinator circuit help
Replies: 20
Views: 30692

Re: Min / Max Combinator circuit help

I think I have a better solution to this, without jumping through loops.

All circuits in this blueprints can be fed with both green or red wires.

The blueprints:
0eNrtXdtu4zYQ/RVDj61V8C4xWOxDi/atQFH0rQkMRWZiYW3JkORcsMi/d2inlnyRTEpM7E20D0Esy6MhZ8g5cw6d/e7dzldqmSdpObnNsm/e1ffqSuFd/Vt7qd ...
by thelordodin
Fri Dec 22, 2023 4:50 am
Forum: Ideas and Suggestions
Topic: Add "Last Used" to Filters GUI - simple & nice
Replies: 2
Views: 728

Re: Add "Last Used" to Filters GUI - simple & nice

My next suggestion was viewed, but this one wasn't.... up? or how does it work?
by thelordodin
Fri Dec 22, 2023 4:47 am
Forum: Outdated/Not implemented
Topic: Tiled Blueprints Sizing - simple & nice
Replies: 4
Views: 1573

Re: Tiled Blueprints Sizing - simple & nice


I do not think this makes any sense. It would be only usable with a small subclass of blueprints which can be built next to each other in both axis and the brush would be effectively only a "square" like 2x2 or 3x3. If a blueprint is reasonably large then having brush anything larger than 1x1 ...
by thelordodin
Thu Dec 21, 2023 7:53 am
Forum: Outdated/Not implemented
Topic: Tiled Blueprints Sizing - simple & nice
Replies: 4
Views: 1573

Tiled Blueprints Sizing - simple & nice

When you pick landfill you can use "+" to make it bigger.

Why can't you do the same with tiled bluprints?

I.e when you pick landfill it's 2x2 you press "+" to make it 4x4.

When you pick tiled blueprint - it's one tile (say 6 miners), then you press "+" and now you are holding 4 tiles, i.e. 24 ...
by thelordodin
Wed Dec 20, 2023 4:44 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 5610

Re: [REQUEST] Per-spawner evolution

garrotte wrote: Wed Dec 15, 2021 9:10 pm Implement almost according the thread post
https://mods.factorio.com/mod/RampantEvolution
Nope, you got it wrong. Rampart evolution is still a global thing. What I suggest is very local evolution.
by thelordodin
Wed Dec 20, 2023 4:36 am
Forum: Ideas and Suggestions
Topic: Add "Last Used" to Filters GUI - simple & nice
Replies: 2
Views: 728

Add "Last Used" to Filters GUI - simple & nice

The problem:
When working with combinators and filters you often have to pick the same item, especially when heavy modded.
And you have to search it many times.

GUI Solution:
Add "Last used" options (history) when picking filters and signals so it would be much easier to pick something that you ...
by thelordodin
Wed Jun 28, 2023 4:23 am
Forum: Ideas and Suggestions
Topic: Show missing ingredients in entity info
Replies: 7
Views: 2310

Show missing ingredient - small but viable addition to game GUI

When one investige his/her factory and sees that some machine is missing ingredients you always have to guess which one is missing.
The GUI shows us that something is missing, but it won't show which one exactly.

I propose fixing it somewhat like this:
factorio_SV5XpapTfL.png

Also note that ...

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