Search found 46 matches

by Pat4yczek
Sun Mar 03, 2024 6:11 am
Forum: Modding help
Topic: Modding for gamepad is possible?
Replies: 0
Views: 141

Modding for gamepad is possible?

Hi everyone

I wonder it is possible to mod for gamepad.
I thinking about to make profiles for keys, activated by events.
And maybe if possible to change of behavior of focus (mouse position).
Will be great if can able to make controls by modding.
by Pat4yczek
Thu Nov 10, 2022 8:56 pm
Forum: Development Proposals
Topic: Nintendo Switch version feedback
Replies: 72
Views: 25683

Switch version, touchpad offset

Hi there
On switch need to be implemented touch offset to see where is cursor, on Steam deck too as can guess
by Pat4yczek
Fri Sep 16, 2022 6:37 pm
Forum: News
Topic: Factorio is coming to Nintendo Switch™
Replies: 83
Views: 40605

Re: Factorio is coming to Nintendo Switch™

Great, have pc and switch, so it's nice to have next game play on toilet. :D
If game will not support mods, so maybe dlc?
Ps
If someone watched NC, in December next year Zelda will come, so it's hope for next generation Nintendo console, I hoped it will be Nintendo Dock
by Pat4yczek
Wed Oct 20, 2021 10:45 pm
Forum: Ideas and Suggestions
Topic: Constant combinator improvment
Replies: 13
Views: 2849

Re: Constant combinator improvment

I don't try lua too much, don't know it have some RE module
It will have than great, long time ago I wrote CNC decoding lib, so write RE expression for one line it's not big deal.

(-) mean optional negative number
* at beginning mean to muliply by stack size
with S it's not problem
by Pat4yczek
Wed Oct 20, 2021 10:29 pm
Forum: Ideas and Suggestions
Topic: Idea for upgrade planner
Replies: 3
Views: 1056

Idea for upgrade planner

Hi there

I was playing and noticed that that in upgrade planner theres no one think.
It's possible to 'upgrade' to ghost, where they remove building, but will left ghost.
by Pat4yczek
Wed Oct 20, 2021 2:38 pm
Forum: Ideas and Suggestions
Topic: Constant combinator improvment
Replies: 13
Views: 2849

Re: Constant combinator improvment

with negative numbers should be usefull cuz a lot circuit desings use negative numbers, using aritmetic combinator on constant combitator is not efficient. 2nd statment like upstairs. with 3rd idea, maybe i could make mod if it's possible to make vallidation for input method Example: All aritmetics ...
by Pat4yczek
Tue Oct 19, 2021 9:20 pm
Forum: Gameplay Help
Topic: Inserter passing
Replies: 6
Views: 1763

Re: Inserter passing

already figure out ... you can pass from inserter to inserter, watch youtube factory with no belts I had problem with multi-item loading station, inserters grabed not necessary stuff so I made this 0eNrtW91uqzgQfhdfw1Fs/pLc7Svs9m5VIQJuYh3ArCHpdqu8+9okDSaZSYBWkarmphWd8YdnPDP+xqbvZJVveaVE2ZDlOxGpLGuy/...
by Pat4yczek
Tue Oct 19, 2021 12:07 pm
Forum: Gameplay Help
Topic: Inserter passing
Replies: 6
Views: 1763

Re: Inserter passing

topic to archive
already figure out how to make this
finally a working multi-item loading station :D
by Pat4yczek
Tue Oct 19, 2021 12:00 pm
Forum: Ideas and Suggestions
Topic: Constant combinator improvment
Replies: 13
Views: 2849

Constant combinator improvment

Hi everyone

This item is usefull, but when you have a lot of signals to set is painfull.
So I think a good idea is to add 3 options
1 is checkbox to set numbers as negative
2 is checkbox with input to multiply
3 is not only here, to set signal as default stack size
by Pat4yczek
Tue Oct 19, 2021 11:03 am
Forum: Gameplay Help
Topic: Inserter passing
Replies: 6
Views: 1763

Inserter passing

Hi everyone

I have problem with inserters
I know it's possible to pass items from inserter to other, but c'mon, It's not possible to pass throw rails.
Maybe someone know mod that will fix this?
by Pat4yczek
Mon Oct 18, 2021 11:07 pm
Forum: Ideas and Suggestions
Topic: Roboports in vanilla improvments
Replies: 2
Views: 750

Roboports in vanilla improvments

Hi everyone. I playing long time factorio, after beat vanilla I started have fun with mods. One think I will not return to vanilla is roboports, you have only one building to manage with zones. So I'm sure by improve a base game is to add modules such thinks like: robochest, zones expanders, chargin...
by Pat4yczek
Thu Dec 03, 2020 5:18 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23154

Re: Dynamic train schedule

If u want make dynamic trains in vanilla is possible to have dedicatet shedules for each product PRODUCT LOAD FULL CARGO PRODUCT UNLOAD UNLOAD EMPTY CARGO this concept is for unloading stations with multi products so PRODUCT UNLOAD with no conditions is only to tell train that need pass this with no...
by Pat4yczek
Thu Dec 03, 2020 4:55 pm
Forum: Ideas and Suggestions
Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
Replies: 53
Views: 15980

Blueprints for toolbar shortcuts

Hi there

this stuff could be very usefull.
When you start a new game always it's need to set toolbar.

So why don't make a new blueprint page... toolbar page
Where you can set shortcuts or copy that you already use.
by Pat4yczek
Thu Dec 03, 2020 4:50 pm
Forum: Ideas and Suggestions
Topic: Dynamic train schedule
Replies: 68
Views: 23154

Re: Dynamic train schedule

In 1.1 eperimantal you have limit of trains on station
there is option to control this by electric cirquit

Great stuff I could say

Now trains can use shedules withouth skipping station
by Pat4yczek
Thu Sep 03, 2020 2:37 pm
Forum: Ideas and Suggestions
Topic: [obsolete after V1.1] New Train stop condition: Next stop not deactivated
Replies: 16
Views: 4435

Re: New Train stop condition: Next stop not deactivated

I post this topic before
There are 2 solutions
They gonna add this wait conditions, to be honest it too easy to make this, They have already data to work with

Or

They Just update mod API to able make new wait conditions, that would be fun to See what People gonna create
by Pat4yczek
Sat Aug 15, 2020 9:26 am
Forum: Ideas and Suggestions
Topic: Better interaction with Spidertron
Replies: 2
Views: 848

Re: Better interaction with Spidertrone

What I think waypon slots should be confurigable
by Pat4yczek
Wed Jul 29, 2020 4:44 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 17963

Re: Version 0.18.37

The button 'select new content for the blueprint' should be changed,
now when you drag new blueprint, it change automaticly
this should be when you hit 'save blueprint.
I already delete my few stuff ;(
by Pat4yczek
Wed Jul 29, 2020 4:25 pm
Forum: Releases
Topic: Version 0.18.37
Replies: 33
Views: 17963

Re: Version 0.18.37

billbo99 wrote:
Wed Jul 29, 2020 3:48 pm
Think we might have a bug .. Pressing 'Q' to get a ghost item in hand, then pressing 'Q' again will not clear the hand. The ghost item will still stay in hand.
I havt the same problen, you need to change to item in backpack
by Pat4yczek
Sun Jun 21, 2020 6:52 pm
Forum: Modding interface requests
Topic: Extend Wait Condition
Replies: 4
Views: 1397

Re: Extend Wait Condition

A very helpful motivation I see...
I see this code can't work, so for now I gonna make new class that's be inherrit from LuaTrain.
I'm not familliar with lua, but if I can make classes, so properties can make too.
by Pat4yczek
Sat Jun 20, 2020 9:31 pm
Forum: Modding interface requests
Topic: Extend Wait Condition
Replies: 4
Views: 1397

Re: Extend Wait Condition

Continuation for topic: For now if I think right need to extend gui-train and gui-train-wait-condition-description data.extend({ { type = "gui-train" name = "add-next-stop-enable-condition" } { type = "gui-train-wait-condition-description" name = "next-stop-enable&...

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