Search found 161 matches

by Factoruser
Tue Jan 31, 2023 7:10 pm
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 35
Views: 2422

Re: Remove Expensive Mode

But I bet your "anime figurine player model" mods are very important, and require dumbing down of logistics of the basegame, amirite No, your anime player model mod won't have a problem with the expensive mode, but all mods that are changing and adding new recipes might get in a conflict ...
by Factoruser
Sun Jan 29, 2023 7:27 pm
Forum: Ideas and Suggestions
Topic: Notifications System
Replies: 37
Views: 8512

Re: Notifications System

The notification representation should be really more configurable. Besides, there should be a small "log" button where you can get a list of all warnings of... the last hours... Notifications have to be put together - if a building gets damaged, all damaged buildings in a close distance a...
by Factoruser
Sun Jan 29, 2023 7:08 pm
Forum: Ideas and Suggestions
Topic: Save/Load text files instead of text strings.
Replies: 5
Views: 218

Re: Save/Load text files instead of text strings.

It would be nice if the interface would offer you some stored strings... It won't even need to be very sophisticated... just a file "strings.txt" in the savefile folder, one line e.g. "MAP:Myhell", followed by a line ">>>eNp1UTtLA0EQnvEMxgiaIk1AYoq0sVArkexqIyr6H...andsoon&qu...
by Factoruser
Sun Jan 29, 2023 6:45 pm
Forum: Ideas and Suggestions
Topic: Remove Expensive Mode
Replies: 35
Views: 2422

Re: Remove Expensive Mode

- Support. The gain is not worth the disadvantages. You could already reduce resources in the enviroment, which is of course just like a simple handicap factor. The expensive mode requires additional work in modding and documentation. If a mod changes a recipe, it has also to consider the expensive ...
by Factoruser
Thu Jan 05, 2023 4:03 pm
Forum: Ideas and Suggestions
Topic: Make World Creation Sliders Human Readable.
Replies: 1
Views: 160

Re: Make World Creation Sliders Human Readable.

Support. The sliders should show percental values where 100% is the vanilla value. Maybe you should be able to read somewhere the internal values - it might be required for mod developers. The percental value hasn't to be linear with the internal value, e.g. 50% might be actually 75% of the internal...
by Factoruser
Fri Dec 30, 2022 3:10 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 772

Re: "Perfect" solution for circuit network system

It's not necessary to cache the input signals when starting the timer. If you are "routing" the signals, you are intuitively expecting that they are actual values, rather than their former state. Normally you would use the "Repeater Combinator" with a constant value of 1 anyway. ...
by Factoruser
Tue Dec 27, 2022 1:15 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 772

Re: "Perfect" solution for circuit network system

The "Repeater" Combinator would start a timer or hold a signal for the determined time. Delaying a signal in your meaning is the timer mode: the respective signal is sent after the timer ran out. But this is only for "slow" delays of 6 ticks and longer, if you'd need a tick-preci...
by Factoruser
Sun Dec 25, 2022 5:58 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 772

Re: "Perfect" solution for circuit network system

I'm curious what kind of applications for timers you have? I have never needed to use items in circuits before. It's definitely possible to make a combinator-based counter that starts, stops and resets based on particular signals. Or one that waits for an input pulse of sufficient length before pro...
by Factoruser
Fri Dec 23, 2022 10:18 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 772

Re: "Perfect" solution for circuit network system

⚙︎ New condition for Decider Combinator: BETWEEN resp. FROM-TO, setting at least 2 constant values for a signal i.e. e.g. "steam >9000 <11000" resp. "steam ≥9000 ≤11000". A decider combinator with "condition1 AND/OR/XOR condition2" isn't necessary except for this case....
by Factoruser
Fri Dec 23, 2022 9:33 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 772

Re: "Perfect" solution for circuit network system

⚙︎ Combinators shouldn't require current and circuit_wire_max_distance should be 28 for all wireable entities. It should be easy to create a mod that does this, though I'm not aware of any. Changing everywhere circuit_wire_max_distance is easy and I put it in my mod. But it should be vanilla behavi...
by Factoruser
Thu Dec 22, 2022 5:14 pm
Forum: Ideas and Suggestions
Topic: "Perfect" solution for circuit network system
Replies: 13
Views: 772

"Perfect" solution for circuit network system

Although Factorio is outstanding good in all aspects of a game, there's still a flaw till these days: the circuit network system. It's not matching the practical needs resp. to achieve some goals you've got to create very awkward constructions that go worse because it's hard to comprehend the wiring...
by Factoruser
Thu Dec 22, 2022 3:14 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 17
Views: 970

Re: Factorio Modern Mod Manager

I think at least having profiles, especially for the active mod combination, is a good idea. Sure, perhaps. You can also use save files for this, or have separate mod-list.json & mod-settings.dat files that you swap in and out via a batch script (there's the 3rd party mod manager... :lol: ). Th...
by Factoruser
Thu Dec 15, 2022 8:38 pm
Forum: Ideas and Suggestions
Topic: Factorio Modern Mod Manager
Replies: 17
Views: 970

Re: Factorio Modern Mod Manager

I think at least having profiles, especially for the active mod combination, is a good idea.
by Factoruser
Fri Dec 09, 2022 3:43 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 1010

Re: New train stop "condition" "switch to manual operation"

The only way to save clicking [...] No. Currently you might use "wait 30 seconds", but you shouldn't forget to switch to manual when you arrive, otherwise your train will elope and perhaps block other trains. With the "Stop"-"condition" you could "fire and forget&...
by Factoruser
Thu Dec 08, 2022 4:24 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 1010

Re: New train stop "condition" "switch to manual operation"

Now I've got the waypoint thing... But this might be extremely unusual though. Anyway I'd prefer a "Stop"-"condition" because it's simply much more obvious/intuitive. Everything else like "delete a stop in the schedule" is just not as convenient, that's all. As I told I...
by Factoruser
Wed Dec 07, 2022 11:00 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 1010

Re: New train stop "condition" "switch to manual operation"

Do you have pax stations in schedule for your train ? What is the train doing if you do not switch it to manual ? Of course - I've got a "home base" station to keep the train out of the way. But creating temporary stops again and again isn't very handy. You'll visit many train stops very ...
by Factoruser
Wed Dec 07, 2022 10:43 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 1010

Re: New train stop "condition" "switch to manual operation"

SoShootMe wrote:
Wed Dec 07, 2022 6:06 pm
A schedule entry with no condition has a specific (but relatively rarely used, I think) purpose, which is to make the station a waypoint.
This makes no sense. Any station is already a waypoint, without being part of one train's schedule... 😳
by Factoruser
Wed Dec 07, 2022 4:48 pm
Forum: Ideas and Suggestions
Topic: New train stop "condition" "switch to manual operation"
Replies: 22
Views: 1010

New train stop "condition" "switch to manual operation"

You should be able to switch a locomotive to "manual" operation automatically, the best by the train schedule conditions. You might simply call it "Stop". It might further be the default behaviour for trains without any train stop condition. => No condition makes no sense. Curren...
by Factoruser
Wed Nov 23, 2022 4:14 pm
Forum: Ideas and Suggestions
Topic: Hex signal view, hex and mathematical input in constants
Replies: 27
Views: 3169

Re: Allow for Math to be used in Number Fields

Extremely smart idea, although not THAT much useful for Factorio...
by Factoruser
Thu Oct 20, 2022 8:14 pm
Forum: Ideas and Suggestions
Topic: Recipe-based pollution
Replies: 0
Views: 158

Recipe-based pollution

At least pollution values for "fuel".

You should be able to e.g. even burn sulphur and plastic bars, but this should cause much more pollution. Pollution and burning value shouldn't correlate. Further, recipes of chemical plants should cause varying pollution too.

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