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.
Search found 46 matches
- Sun Mar 03, 2024 6:11 am
- Forum: Modding help
- Topic: Modding for gamepad is possible?
- Replies: 0
- Views: 362
- Thu Nov 10, 2022 8:56 pm
- Forum: Development Proposals
- Topic: Nintendo Switch version feedback
- Replies: 82
- Views: 45957
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
On switch need to be implemented touch offset to see where is cursor, on Steam deck too as can guess
- Fri Sep 16, 2022 6:37 pm
- Forum: News
- Topic: Factorio is coming to Nintendo Switch™
- Replies: 83
- Views: 57155
Re: Factorio is coming to Nintendo Switch™
Great, have pc and switch, so it's nice to have next game play on toilet.
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

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
- Wed Oct 20, 2021 10:45 pm
- Forum: Ideas and Suggestions
- Topic: Constant combinator improvment
- Replies: 13
- Views: 4076
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
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
- Wed Oct 20, 2021 10:29 pm
- Forum: Ideas and Suggestions
- Topic: Idea for upgrade planner
- Replies: 3
- Views: 1441
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.
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.
- Wed Oct 20, 2021 2:38 pm
- Forum: Ideas and Suggestions
- Topic: Constant combinator improvment
- Replies: 13
- Views: 4076
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 ...
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 ...
- Tue Oct 19, 2021 9:20 pm
- Forum: Gameplay Help
- Topic: Inserter passing
- Replies: 6
- Views: 2700
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 ...
... 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 ...
- Tue Oct 19, 2021 12:07 pm
- Forum: Gameplay Help
- Topic: Inserter passing
- Replies: 6
- Views: 2700
Re: Inserter passing
topic to archive
already figure out how to make this
finally a working multi-item loading station
already figure out how to make this
finally a working multi-item loading station

- Tue Oct 19, 2021 12:00 pm
- Forum: Ideas and Suggestions
- Topic: Constant combinator improvment
- Replies: 13
- Views: 4076
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
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
- Tue Oct 19, 2021 11:03 am
- Forum: Gameplay Help
- Topic: Inserter passing
- Replies: 6
- Views: 2700
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?
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?
- Mon Oct 18, 2021 11:07 pm
- Forum: Ideas and Suggestions
- Topic: Roboports in vanilla improvments
- Replies: 2
- Views: 1066
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 ...
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 ...
- Thu Dec 03, 2020 5:18 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 30946
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 ...
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 ...
- Thu Dec 03, 2020 4:55 pm
- Forum: Ideas and Suggestions
- Topic: [0.17.x] Save and Load Quickbar Layouts like blueprints
- Replies: 58
- Views: 21781
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.
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.
- Thu Dec 03, 2020 4:50 pm
- Forum: Ideas and Suggestions
- Topic: Dynamic train schedule
- Replies: 68
- Views: 30946
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
there is option to control this by electric cirquit
Great stuff I could say
Now trains can use shedules withouth skipping station
- 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: 5656
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
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
- Sat Aug 15, 2020 9:26 am
- Forum: Ideas and Suggestions
- Topic: Better interaction with Spidertron
- Replies: 2
- Views: 1104
Re: Better interaction with Spidertrone
What I think waypon slots should be confurigable
- Wed Jul 29, 2020 4:44 pm
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 21355
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 ;(
now when you drag new blueprint, it change automaticly
this should be when you hit 'save blueprint.
I already delete my few stuff ;(
- Wed Jul 29, 2020 4:25 pm
- Forum: Releases
- Topic: Version 0.18.37
- Replies: 33
- Views: 21355
Re: Version 0.18.37
I havt the same problen, you need to change to item in backpackbillbo99 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.
- Sun Jun 21, 2020 6:52 pm
- Forum: Modding interface requests
- Topic: Extend Wait Condition
- Replies: 4
- Views: 1734
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.
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.
- Sat Jun 20, 2020 9:31 pm
- Forum: Modding interface requests
- Topic: Extend Wait Condition
- Replies: 4
- Views: 1734
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"
}
})
and I make code ...
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"
}
})
and I make code ...