Search found 69 matches

by ichVII
Wed Jul 22, 2020 9:44 pm
Forum: Ideas and Suggestions
Topic: increase pumpjack buffer
Replies: 1
Views: 120

increase pumpjack buffer

TL;DR Uncap the output of pumpjacks What ? Increase the internal buffer in oil pumpjacks in order to make outputs of more then 100/cycle actually work. Why ? Outputs above 100/s can be created with vanilla map gen and the player is not informed about the restriction to 100/s in the game. This seems...
by ichVII
Sun Jul 05, 2020 7:31 pm
Forum: Ideas and Suggestions
Topic: Please have an option to have Alt Mode on by default
Replies: 7
Views: 399

Re: Please have an option to have Alt Mode on by default

I would rather have this option as, "Alt Mode always on" instead of on by default. This way I can defeat the switch that occurs when I alt-tab out of the game. I sometimes use non-alt mode to see clearer, eg see wire connections or if machines are running etc. Always on would be annyoing. But you c...
by ichVII
Sun Jun 14, 2020 1:17 pm
Forum: Ideas and Requests For Mods
Topic: If I hit it, it dies.
Replies: 3
Views: 160

Re: If I hit it, it dies.

This would also mark burning trees for deconstruction, which would kill a lot of robots.
by ichVII
Thu May 14, 2020 9:16 am
Forum: Outdated/Not implemented
Topic: Include placed modules in built buildings statistics
Replies: 3
Views: 203

Re: Include placed modules in built buildings statistics

Is it possible to create a new statistics tab for placed modules?
by ichVII
Sun May 10, 2020 11:20 am
Forum: Outdated/Not implemented
Topic: Include placed modules in built buildings statistics
Replies: 3
Views: 203

Include placed modules in built buildings statistics

TL;DR I would like to see the modules I have placed/removed in the "buildings" section of the production statistics. What ? In your production statistics (default "p"), under buildings, you can see how many of each building you have build/deconstructed. I would like to see the modules I have placed...
by ichVII
Fri Apr 17, 2020 7:53 pm
Forum: Modding interface requests
Topic: event for speaker alert
Replies: 1
Views: 102

event for speaker alert

TL;DR Add an event on_speaker_alert What ? Whenever a speaker meets its condition and the gui setting "show alert" is active, I want an event to be fired, that contains the entity and the message. Why ? Well, first of all, if the following suggestion would get implemented, I wouldnt need this: http...
by ichVII
Thu Apr 02, 2020 9:24 pm
Forum: Ideas and Suggestions
Topic: Longer Notes Lengths for Programmable Speakers
Replies: 3
Views: 658

Re: Longer Notes Lengths for Programmable Speakers

I want to play Anakins Betrayal on speaker while shooting everyone with artillery. Hope none of them read this.

But without this, the many long notes sound really bad. It take all the fun out of it.

In other words: +1
by ichVII
Tue Mar 24, 2020 1:37 pm
Forum: Ideas and Suggestions
Topic: Remember Scroll Position of Blueprint List-View in BP book-window
Replies: 5
Views: 198

Re: Scroll Tracking for bp books

I am not referring to closing the book and then reopening it. Then I agree with you. I am just referring to opening a blueprint in the book and then closing that blueprint. This reopens the book immediatley and I think in this case it should keep track of where you scrolled.
by ichVII
Tue Mar 24, 2020 11:53 am
Forum: Ideas and Suggestions
Topic: Remember Scroll Position of Blueprint List-View in BP book-window
Replies: 5
Views: 198

Re: Scroll Tracking for bp books

You did not understand me correctly. The issue is present in 0.18.15. If you have a large blueprint book and you scroll down in it, then open a blueprint by left-clicking it and close it again by e.g. Esc, the blueprint book window is scrolled back to the top. This has nothing to do with the active ...
by ichVII
Mon Mar 23, 2020 10:13 pm
Forum: Ideas and Suggestions
Topic: Remember Scroll Position of Blueprint List-View in BP book-window
Replies: 5
Views: 198

Remember Scroll Position of Blueprint List-View in BP book-window

TL;DR Remember scroll position in a bp book while opening a blueprint. What ? When you have a large blueprint book, you scroll down in it, open a blueprint and then close that blueprint again, you are back at the start of the book. I would like to be at the exact place I was before. Why ? Because i...
by ichVII
Sat Jan 18, 2020 11:51 pm
Forum: Ideas and Suggestions
Topic: Allow the "Q" picker over the "Crafting" items to select a ghost
Replies: 10
Views: 439

Re: Allow the "Q" picker over the "Crafting" items to select a ghost

Oktokolo wrote:
Thu Aug 01, 2019 12:22 pm
+1 for enabling direct selection of entity ghost from crafting menu/grid.
+1. I agree 100%
by ichVII
Thu Jan 16, 2020 3:53 am
Forum: Resolved Problems and Bugs
Topic: [posila] deconstruction order on item request proxy event
Replies: 2
Views: 535

[posila] deconstruction order on item request proxy event

Steps to reproduce: 1. Use entity.order_deconstruction(...) on an item request proxy 2. Have a function called on the event on_marked_for_deconstruction 3. Have that function order entity.destroy() 4. crash Note, that at step 3 entity.valid still returns true. I am using a heavily modded game, which...
by ichVII
Tue Dec 24, 2019 1:40 pm
Forum: Ideas and Suggestions
Topic: Screenshot of specific gui window
Replies: 3
Views: 197

Re: Screenshot of specific gui window

That sounds nice and helpful, but I assume it does not work with entities created by mods. If it did, it would be exactly what i need.
by ichVII
Tue Dec 24, 2019 12:46 pm
Forum: Ideas and Suggestions
Topic: Screenshot of specific gui window
Replies: 3
Views: 197

Screenshot of specific gui window

TL;DR I would like to have a command, that can create a screenshot of a single gui window. What ? Add a screenshot method to the luaGui. It will output a picture of the gui window, which does not include transparency. Furthermore, if there are scroll bars, it enlarges the window until the scroll ba...
by ichVII
Mon Nov 18, 2019 2:02 am
Forum: Modding interface requests
Topic: unpowered combinators
Replies: 3
Views: 262

unpowered combinators

I know this is an old topic and the devs have decided to let unpowered and marked for deconstruction combinators remain in their last state. I would like to be able to create a mod, that changes that behaviour. Meaning make them (a) work like normal or (b) dont send a signal anymore. Either of those...
by ichVII
Thu Nov 14, 2019 11:56 am
Forum: Implemented mod requests
Topic: uncompressed blueprint string
Replies: 8
Views: 523

uncompressed blueprint string

In addition to the import_stack and export_stack features, I would like to have an option to use similiar features with the uncompressed blueprint string. While set/get_blueprint_entities/tiles/entity_tags are great, it would be nice to have one combined access to all information. I tried to inflate...
by ichVII
Mon Nov 11, 2019 7:55 pm
Forum: Modding interface requests
Topic: control behaviour type of an entity prototype
Replies: 7
Views: 483

Re: control behaviour type of an entity prototype

I understand that that is how you want your mod to work. That is why i wasn't asking you to change your mod in the first place, but instead asking for help trying to make the adjustments I wanted for personal use. Edit: I am trying to build a Microfactory of size 9x11 in seablock and anything, that ...
by ichVII
Mon Nov 11, 2019 7:44 pm
Forum: Modding interface requests
Topic: control behaviour type of an entity prototype
Replies: 7
Views: 483

Re: control behaviour type of an entity prototype

In version 0.17.2, if you place an entity over an existing entity of the same name, it just places a ghost entity at that position and does not overwrite the existing entity. In particular, if the entity is a constant combinator, it creates a ghost of that entity instead of changing the signals prov...

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