Search found 221 matches

by mp0011
Fri Jan 02, 2026 12:54 pm
Forum: Ideas and Requests For Mods
Topic: "Proper way" of keeping eggs fresh [simple mod idea]
Replies: 2
Views: 175

Re: "Proper way" of keeping eggs fresh [simple mod idea]

I do, but most of them are either to complicated for my liking (like - requiring visit to Aquilo and new machines), or are straight cheating, with no penalty, or has no meaningful description ;)

I need something simple but balanced - just to "1:1" replace annoying recipes we use now (building ...
by mp0011
Thu Jan 01, 2026 7:49 pm
Forum: Ideas and Requests For Mods
Topic: "Realistic electrical distribution"
Replies: 7
Views: 881

Re: "Realistic electrical distribution"

I was thinking of similar idea, just simpler to implement.

Better quality substations = bonus to energy consumption for all devices in range. Does not stack with other substations powering one device. Stack on top of all other bonuses from beacons and modules.

Idea is - better transformers in ...
by mp0011
Thu Jan 01, 2026 7:38 pm
Forum: Ideas and Requests For Mods
Topic: "Proper way" of keeping eggs fresh [simple mod idea]
Replies: 2
Views: 175

"Proper way" of keeping eggs fresh [simple mod idea]

Since there is already a method to store eggs "fresh" indefinitely (by making and recycling Modules/Biochambers/Soil), with two chances of quality upgrade (once when making it, second when recycling), with effective ratio 4 => 1.5...

Why not just add "proper way" to get the same results (proper ...
by mp0011
Mon Dec 29, 2025 2:56 am
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 2064
Views: 960516

How to set quility filter for "rare or better" in spliter using circuits?

I can set it manually, but i need to change it dynamically (eg, from "rare or better" => "epic or better" => "legendary only" depending on conditions).

With circuits, i can only set the filter to rare OR epic OR legendary, but not rare AND epic AND legndrary...
by mp0011
Mon Nov 10, 2025 4:07 pm
Forum: Ideas and Suggestions
Topic: Abutment for railway for cliffs
Replies: 0
Views: 281

Abutment for railway for cliffs

bridgehead.png

I really like elevated rails. However, i think they are sometimes way to big to fit, and not always looks good. I take sense in some places, bot not all. If it elevates rail to next level, it's ok. But since we have cliffs, it's not alvays necessery - cliffs are naturaly elevateing ...
by mp0011
Mon Nov 19, 2018 12:26 am
Forum: Technical Help
Topic: What "Atlas Texture Size" really do?
Replies: 13
Views: 12209

Re: What "Atlas Texture Size" really do?

I have upgraded sience then (gtx 970), but I do not change my mind. My GPU is basically IDLE now while playing Factorio.

I feel that on most non-gaming computers, even on "potato" laptops, it is similar - GPU is idle (or used far below its capabilities), while video memory bandwidth is ...
by mp0011
Sat Aug 11, 2018 10:35 am
Forum: News
Topic: Friday Facts #255 - Construction tools
Replies: 140
Views: 78175

Re: Friday Facts #255 - Construction tools

Sounds good, but for UNDO I would restrict it to current screen/view only. Even with long reach settings.

I imagine situations, where I press CTLR+Z and nothing happened. Nothing near the player...
But far away, in remote factory outpost, some crucial infrastructure element just gone out of ...
by mp0011
Tue Apr 03, 2018 6:34 pm
Forum: Ideas and Suggestions
Topic: Roll mods into the base game
Replies: 18
Views: 7337

Re: Roll mods into the base game

Those simple and not game-changing mods may and should be added. I do not think that anybody may lose interest in playing Factorio just because devs have added ability to do some basic stuff easier. But that's all, no big mod-packs or game changing stuff some players may want to add into core game ...
by mp0011
Tue Apr 03, 2018 1:05 pm
Forum: Ideas and Suggestions
Topic: Roll mods into the base game
Replies: 18
Views: 7337

Re: Roll mods into the base game

Stop minecraftizing Factorio. Core game MUST be kept simple (KISS principle). For everything else are mods - that's why they exist.
"Voting" for mod to import into vanila is also pointless. IF game has 1 000 000 user, how manu users should vote to implement mod into game?
by mp0011
Sat Mar 24, 2018 10:35 pm
Forum: Ideas and Suggestions
Topic: I need to know what goes on this belt right away
Replies: 4
Views: 2765

Re: I need to know what goes on this belt right away

Well, You may build some circuits to store last items that passed through the belt... Just be creative ;)
by mp0011
Sat Mar 24, 2018 6:54 pm
Forum: Ideas and Suggestions
Topic: Underwater Nodes
Replies: 10
Views: 6478

Re: Underwater Nodes

I prefer draining water from lake (closed and relatively small body of water) with pumps system, and then revealing underwater ores. As proposed in "water as resource" thread.
by mp0011
Sat Mar 24, 2018 6:21 pm
Forum: Ideas and Suggestions
Topic: Cargo planes
Replies: 19
Views: 13787

Re: Cargo planes

Koub wrote:One of the best necros so far, mate.
That's the internet forums paradox. Whatever You post, You either "should use searchbox & It was already posted many times", or "You should make new topic, instead digging this old one"...
by mp0011
Fri Mar 09, 2018 5:17 pm
Forum: Ideas and Requests For Mods
Topic: [mod request] export some data to file on regular intervals
Replies: 1
Views: 1410

[mod request] export some data to file on regular intervals

I like Goole Maps Factorio Style mod (https://mods.factorio.com/mods/credomane/FactorioMaps), despite it's broken now (but, easy to fix). It miss however one "simple" feature, that is player tracker.

If there were a mod, that in regular intervals or on some actions dumps to json file (or other ...
by mp0011
Fri Mar 09, 2018 5:01 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Dude, where's my car?
Replies: 6
Views: 4069

Re: [Request] Dude, where's my car?

Here's my "Dude, where's my car" solution ;)

viewtopic.php?f=6&t=57025
by mp0011
Fri Mar 09, 2018 1:35 pm
Forum: Implemented Suggestions
Topic: Smart Splitters
Replies: 73
Views: 35571

Re: Set splitter priorities with circuit network

Honestly, I would separate "regular" splitters from "smart" splitters. And, possibly, make smart ones bigger, eg. 2x2.
They are to powerful right now, after 0.16 changes...
by mp0011
Thu Mar 08, 2018 3:09 pm
Forum: Ideas and Suggestions
Topic: Block rail section based on train condition
Replies: 18
Views: 9515

Re: Block rail section based on train condition

You need something distinctive to handle all conditions, station (modded version of regular Train Stop) is a good object. Different graphic, invisible in schedule menu etc.

Conditions interface similar to Locomotive, each condition can be true or false.
Default penalty = 0
If condition is true, add ...
by mp0011
Thu Mar 08, 2018 2:40 pm
Forum: Ideas and Suggestions
Topic: Block rail section based on train condition
Replies: 18
Views: 9515

Re: Block rail section based on train condition

I am using dummy stations to force trains to take another way, but all trains are treated identically.

If penalty for passing such station was calculated based on train status/length/conditions, it could be different for different trains, and that's something within modders reach...

Train does ...
by mp0011
Thu Mar 08, 2018 12:59 am
Forum: Ideas and Suggestions
Topic: Clickable links in chat
Replies: 4
Views: 3538

Re: Clickable links in chat

Also:
- accidental clicks on such links can cause Factorio to unexpectedly minimize, loose focus, load browser (that, with low ram, can take a while...), and load some page. Everything while player character is not controlled by the human. This may be problem, if You want eg. click something near ...

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