Search found 13 matches
- Fri Jan 03, 2020 9:58 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Radars with modules and more (better Big Brother mod)
- Replies: 6
- Views: 1934
Re: [Request] Radars with modules and more (better Big Brother mod)
Yeah I understand, and agree that something like this would probably have been done already if it was possible. I just dont like the big brother mod, because I don't feel it's balanced enough for my taste. Like I said in the first post, I have no experience in modding or programming, just something ...
- Fri Jan 03, 2020 4:01 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Radars with modules and more (better Big Brother mod)
- Replies: 6
- Views: 1934
Re: [Request] Radars with modules and more (better Big Brother mod)
Is it possible to do this by having different tier radars, locomotives and electric poles? I wished for modules for more customization and less clutter in the recipe menu. Instead of modules, the research tiers unlocks new radars and etc., with the proposed effects? Radar MK 1-7 Train MK 1-4 Electri...
- Fri Jan 03, 2020 3:42 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Radars with modules and more (better Big Brother mod)
- Replies: 6
- Views: 1934
Re: [Request] Radars with modules and more (better Big Brother mod)
I see, that's what I was afraid of.
Thought maybe it was possible to make a new entity for each of those that would be able to use modules.
Regardless, thanks for the replies.
Thought maybe it was possible to make a new entity for each of those that would be able to use modules.
Regardless, thanks for the replies.
- Fri Jan 03, 2020 3:22 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Radars with modules and more (better Big Brother mod)
- Replies: 6
- Views: 1934
[Request] Radars with modules and more (better Big Brother mod)
Hi. So I recently tried the Big Brother mod (https://mods.factorio.com/mod/Big_Brother), but in my opinion this mod is almost like a cheat because of how easy it is to get the research. I would like to have a mod that does the same, and some more, that's balanced and not too easy. I have no experien...
- Fri Sep 13, 2019 2:22 pm
- Forum: Ideas and Requests For Mods
- Topic: [Mod Request] Flashlight Follows Mouse
- Replies: 6
- Views: 2280
Re: [Mod Request] Flashlight Follows Mouse
Sorry for digging up this thread, but I figured it's better to ask here instead of making a new post. Modders have no ability to track where your mouse is at-- we can only listen for certain events. one of those events is on_selection_changed, which kind of tells us the position of your cursor, if i...
- Wed Jul 24, 2019 6:51 pm
- Forum: Ideas and Suggestions
- Topic: Change spawn/generation order on world creation
- Replies: 14
- Views: 3208
Re: Change spawn/generation order on world creation
I'm not suggesting that ore would spawn on top of water? Sorry if that's what you read out of my post. After the water have been generated, the rest should take the placement of the water into consideration when placing ore patches, enemy bases etc. That's not how the map generation works. It doesn...
- Mon Jul 22, 2019 10:32 pm
- Forum: Ideas and Suggestions
- Topic: Change spawn/generation order on world creation
- Replies: 14
- Views: 3208
Re: Change spawn/generation order on world creation
I'm not suggesting that ore would spawn on top of water? Sorry if that's what you read out of my post. After the water have been generated, the rest should take the placement of the water into consideration when placing ore patches, enemy bases etc. That's not how the map generation works. It doesn...
- Fri Jul 19, 2019 1:33 pm
- Forum: Ideas and Suggestions
- Topic: Change spawn/generation order on world creation
- Replies: 14
- Views: 3208
Re: Change spawn/generation order on world creation
Yes I know we have lots of tweaking possibilities before starting the game, and I love that! :D This suggestion was aimed at the normal settings that states it's the recommended way to play Factorio. But as i wrote in my last reply, it seems like the rarity of encountering any issue with bad ore spa...
- Thu Jul 18, 2019 8:38 pm
- Forum: Ideas and Suggestions
- Topic: Change spawn/generation order on world creation
- Replies: 14
- Views: 3208
Re: Change spawn/generation order on world creation
So just to be clear, I'm not complaining about the spawn area with the starter resources there. It's the resources that spawn outside that sometimes makes a default world seem like a Rail world or even impossible for casual players. What I mean is that the expansion and military power needed to clea...
- Thu Jul 18, 2019 5:32 pm
- Forum: Ideas and Suggestions
- Topic: Change spawn/generation order on world creation
- Replies: 14
- Views: 3208
Re: Change spawn/generation order on world creation
Yes, I guess uranium isn't a starting resource. Those where just a few maps I found fast where that resource wasn't easily obtainable. Like I said, I'm sure they are doable. But with biter bases expanding and evolving, it would be a real challenge to acquire uranium in a reasonable way. I'll see if ...
- Thu Jul 18, 2019 5:09 pm
- Forum: Ideas and Suggestions
- Topic: Change spawn/generation order on world creation
- Replies: 14
- Views: 3208
Re: Change spawn/generation order on world creation
I'm not suggesting that ore would spawn on top of water? Sorry if that's what you read out of my post. After the water have been generated, the rest should take the placement of the water into consideration when placing ore patches, enemy bases etc. Some example strings. 1: >>>eNpjYBBksGIAgwZ7EOZgSc...
- Thu Jul 18, 2019 1:32 pm
- Forum: Ideas and Suggestions
- Topic: Change spawn/generation order on world creation
- Replies: 14
- Views: 3208
Change spawn/generation order on world creation
TL;DR Change the order water and ore are generated in a new map. What ? Sometimes when making a new world there seems that one or more ores are "missing" in reasonable distance from your starting position. Running around you find biter bases surrounding your starting area, but the only st...
- Fri May 03, 2019 8:32 am
- Forum: Not a bug
- Topic: [Dominik][0.17.35] Right clicking seed number deletes the number and generates new seed
- Replies: 3
- Views: 1670
[Dominik][0.17.35] Right clicking seed number deletes the number and generates new seed
So this is a very minor issue, caused by my own incompetence, but it's mildly frustrating regardless. When creating a new game and find a nice seed, I sometimes want to see the next seed also. Just in case it's even better. (Yeah i know, never satisfied...) So to not lose the seed I'm currently on, ...