Search found 148 matches
- Sun Dec 24, 2023 7:08 am
- Forum: Ideas and Requests For Mods
- Topic: [IDEA] Function combinator
- Replies: 3
- Views: 481
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...
- Sun Dec 24, 2023 6:53 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 3126
Re: [REQUEST] Per-spawner evolution
By the way I also posted simmilar request a little earliear:
viewtopic.php?p=542142#p542142
viewtopic.php?p=542142#p542142
- Sun Dec 24, 2023 6:52 am
- Forum: Ideas and Requests For Mods
- Topic: Geo evolution
- Replies: 8
- Views: 2584
Re: Geo evolution
Leaved big post on why should do it here: viewtopic.php?f=33&t=95574
- Sun Dec 24, 2023 6:45 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 3126
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...
- Sat Dec 23, 2023 12:16 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 3126
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...
- Sat Dec 23, 2023 11:47 am
- Forum: Gameplay Help
- Topic: Min / Max Combinator circuit help
- Replies: 20
- Views: 20637
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 ...
- Sat Dec 23, 2023 9:41 am
- Forum: Gameplay Help
- Topic: Min / Max Combinator circuit help
- Replies: 20
- Views: 20637
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...
- Fri Dec 22, 2023 11:24 am
- Forum: Gameplay Help
- Topic: Min / Max Combinator circuit help
- Replies: 20
- Views: 20637
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...
- Fri Dec 22, 2023 4:50 am
- Forum: Ideas and Suggestions
- Topic: Add "Last Used" to Filters GUI - simple & nice
- Replies: 2
- Views: 332
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?
- Fri Dec 22, 2023 4:47 am
- Forum: Outdated/Not implemented
- Topic: Tiled Blueprints Sizing - simple & nice
- Replies: 4
- Views: 573
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...
- Thu Dec 21, 2023 7:53 am
- Forum: Outdated/Not implemented
- Topic: Tiled Blueprints Sizing - simple & nice
- Replies: 4
- Views: 573
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...
- Wed Dec 20, 2023 4:44 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 3126
Re: [REQUEST] Per-spawner evolution
Nope, you got it wrong. Rampart evolution is still a global thing. What I suggest is very local evolution.garrotte wrote: ↑Wed Dec 15, 2021 9:10 pmImplement almost according the thread post
https://mods.factorio.com/mod/RampantEvolution
- Wed Dec 20, 2023 4:36 am
- Forum: Ideas and Suggestions
- Topic: Add "Last Used" to Filters GUI - simple & nice
- Replies: 2
- Views: 332
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...
- Wed Jun 28, 2023 4:23 am
- Forum: Ideas and Suggestions
- Topic: Show missing ingredients in entity info
- Replies: 7
- Views: 1217
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...
- Fri Oct 15, 2021 1:31 pm
- Forum: Ideas and Requests For Mods
- Topic: Subway - for player transportation and more [potentially an overhaul mod]
- Replies: 5
- Views: 1700
Re: Subway - for player transportation and more [potentially an overhaul mod]
I eventually found a mod which already implements all I needed:
Surfaces
https://mods.factorio.com/query/Surfaces?version=1.1
Surfaces
https://mods.factorio.com/query/Surfaces?version=1.1
- Thu Oct 14, 2021 1:56 pm
- Forum: Ideas and Requests For Mods
- Topic: Subway - for player transportation and more [potentially an overhaul mod]
- Replies: 5
- Views: 1700
Re: Subway - for player transportation and more [potentially an overhaul mod]
Started a proof-of-concept version here:
https://mods.factorio.com/mod/subway
https://mods.factorio.com/mod/subway
- Thu Oct 14, 2021 8:44 am
- Forum: Implemented Suggestions
- Topic: Send train to station with Ctrl+click
- Replies: 5
- Views: 2144
Re: Send train to station with Ctrl+click
Added clarification.
- Wed Oct 13, 2021 3:00 pm
- Forum: Implemented Suggestions
- Topic: Send train to station with Ctrl+click
- Replies: 5
- Views: 2144
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.
- 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.
- Mon Oct 11, 2021 6:07 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 3126
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...
- Mon Oct 11, 2021 8:20 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Compilatron Construction Companion
- Replies: 4
- Views: 1841
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.
But its for v 1.0 and deprecated, so you'd have to upgrade and debug it.