Search found 148 matches

by thelordodin
Sun Dec 24, 2023 7:08 am
Forum: Ideas and Requests For Mods
Topic: [IDEA] Function combinator
Replies: 3
Views: 473

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 f...
by thelordodin
Sun Dec 24, 2023 6:53 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 3068

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: 8
Views: 2559

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: 3068

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: 3068

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 spaw...
by thelordodin
Sat Dec 23, 2023 11:47 am
Forum: Gameplay Help
Topic: Min / Max Combinator circuit help
Replies: 20
Views: 20494

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: 20494

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...
by thelordodin
Fri Dec 22, 2023 11:24 am
Forum: Gameplay Help
Topic: Min / Max Combinator circuit help
Replies: 20
Views: 20494

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+bqiLOk2WZZKl35...
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: 325

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: 549

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...
by thelordodin
Thu Dec 21, 2023 7:53 am
Forum: Outdated/Not implemented
Topic: Tiled Blueprints Sizing - simple & nice
Replies: 4
Views: 549

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 h...
by thelordodin
Wed Dec 20, 2023 4:44 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 3068

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: 325

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 tha...
by thelordodin
Wed Jun 28, 2023 4:23 am
Forum: Ideas and Suggestions
Topic: Show missing ingredients in entity info
Replies: 7
Views: 1195

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 sometime...
by thelordodin
Thu Oct 14, 2021 8:44 am
Forum: Implemented Suggestions
Topic: Send train to station with Ctrl+click
Replies: 5
Views: 2107

Re: Send train to station with Ctrl+click

Added clarification.
by thelordodin
Wed Oct 13, 2021 3:00 pm
Forum: Implemented Suggestions
Topic: Send train to station with Ctrl+click
Replies: 5
Views: 2107

Send train to station with Ctrl+click

Allow to send train to permanent station with Ctrl+click on station on train minimap (now sends only to temp station).
- From UI of an opened train.
- From map if current player is inside a train

Why:
Convinience.

Also:
Allow this on normal map when inside train.
by thelordodin
Mon Oct 11, 2021 6:07 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 3068

Re: [REQUEST] Per-spawner evolution

I think much easier to just allow spawner of level 1 in starting zone, next 500 tiles are level 1-2, next 500 tiles level 2-3, next 500 tiles level 3-4, etc. This way there is nothing to check. And effectivelly you'll get wanted: when you destroy first line of nests your pollution cloud would grow t...
by thelordodin
Mon Oct 11, 2021 8:20 am
Forum: Ideas and Requests For Mods
Topic: [Request] Compilatron Construction Companion
Replies: 4
Views: 1810

Re: [Request] Compilatron Construction Companion

https://mods.factorio.com/mod/Construction_Drones

But its for v 1.0 and deprecated, so you'd have to upgrade and debug it.

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