Search found 148 matches

by thelordodin
Mon Jun 12, 2017 9:06 pm
Forum: Mods
Topic: [0.15] Wireless Signals - lite version
Replies: 3
Views: 1860

[0.15] Wireless Signals - lite version

Fork from: https://forums.factorio.com/viewtopic.php?f=97&t=17271 Changes: 1. Range is unlimited (should use less CPU than original mod) 2. Channels and subchannels 3. Receipies and tech are much cheaper (I wonder why author didn't made 1 and 2 as an option in his mode?...) Graphics were taken f...
by thelordodin
Mon Jun 12, 2017 8:50 pm
Forum: Mods
Topic: [0.15] Complex Combinator
Replies: 11
Views: 4842

[0.15] Complex Combinator

The reason: I hate circuit wires. I can't really see where it goes from and to. It's messy. Description: Preview screenshot: all the things inside red rectangle will be hidden by graphics and will be rendered as a single building. - This combinator combines up to 16 operations in one unit - It have ...
by thelordodin
Sun Jun 11, 2017 4:43 pm
Forum: Modding help
Topic: Save custom data with entity into blueprint
Replies: 0
Views: 525

Save custom data with entity into blueprint

I'm wtiring a ComplexCombinator mod ( https://forums.factorio.com/viewtopic.php?f=97&t=49691 ). This entity have many settings which is set with custom gui. I bind this data to the entity by position key, this way I can read and write it inside the game, but, it can't handle blueprints... So, is...
by thelordodin
Sun May 21, 2017 5:07 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320664

Re: [MOD 0.15] Orbital Ion Cannon 1.5.0

Bug: an error if trying to open campaign or tutorial if this mod is enabled.
by thelordodin
Sun May 21, 2017 4:54 pm
Forum: Implemented Suggestions
Topic: More ideas for building ghosts
Replies: 7
Views: 3750

Re: More ideas for building ghosts

An idea:
Why not just shift+right click into recepies would give you a ghost into your hand?
And why not shift+right click on a ghost just revive it if you have and item in inventory and staying near?
by thelordodin
Mon Mar 06, 2017 7:11 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 120428

Re: [MOD 0.13|0.14] Foreman - Blueprint Manager 1.1.3

It would be nice to implement quick search for blueprints.
by thelordodin
Sat Feb 25, 2017 2:11 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282541

Re: [Mod 0.14] Logistic Train Network 0.9.3

Will you accept my pull request to your mod? It implements filters as an option (in config.lua) All done in control.lua, 4 small pieces of code changed. I've tested it on one map (it works), not very deep tested... Apart from the fact that I will not disable a core feature of LTN here are some of t...
by thelordodin
Sat Feb 25, 2017 11:12 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282541

Re: [Mod 0.14] Logistic Train Network 0.9.3

Suggestion: As I see mostly a train deliver one type of items. So, why not set filter on all cargo wagons on delivery to requested item? I mean if this mod https://github.com/SeaRyanC/fast-filter-fill can change cargo filter this should be possible to implement and it seems to be quite easy. For me...
by thelordodin
Sat Feb 25, 2017 8:04 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282541

Re: [Mod 0.14] Logistic Train Network 0.9.3

Suggestion 2:
Implement "Maximum trains going to this station" parameter (with default value 1 or 2 maybe in config file)
If there is more than this number of deliveries to or from this station don't make any new ones (continue as if this station have no requests and no sendings available).
by thelordodin
Sat Feb 25, 2017 7:56 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282541

Re: [Mod 0.14] Logistic Train Network 0.9.3

Suggestion: As I see mostly a train deliver one type of items. So, why not set filter on all cargo wagons on delivery to requested item? I mean if this mod https://github.com/SeaRyanC/fast-filter-fill can change cargo filter this should be possible to implement and it seems to be quite easy. For mer...
by thelordodin
Fri Feb 17, 2017 1:16 pm
Forum: Modding interface requests
Topic: Direct circuit output and imput
Replies: 6
Views: 2098

Re: Direct circuit output and imput

Wow, thanks a lot!
by thelordodin
Sun Feb 12, 2017 5:14 am
Forum: Modding interface requests
Topic: Direct circuit output and imput
Replies: 6
Views: 2098

Re: Direct circuit output and imput

Then maybe create another entity, say "circuit-output" which will allow to put unlimited number of parameters? I've seen your post about inserters and 5 filter slots and I don't propose to change this 20 to unlimited, but, you manage circuit having unlimited signals somehow so I don't thin...
by thelordodin
Sat Feb 11, 2017 9:14 pm
Forum: Modding interface requests
Topic: Direct circuit output and imput
Replies: 6
Views: 2098

Direct circuit output and imput

Hi Output: I'm trying to implement a radio-transmission mod. I've checked about 20 different mods (including skan-radio which is one i fork mine from) and all they use constant combinator for output. But constant combinator have limit of 20 signals and, for this reason, is limited for transferring i...
by thelordodin
Fri Feb 10, 2017 9:20 pm
Forum: Modding interface requests
Topic: [Request] GuiElement - user data field
Replies: 6
Views: 2593

Re: [Request] GuiElement - user data field

Yes, you can think of some workarounds, but maybe it's better just add that field? I think there is no problem with it for devs. About reading other mod's gui - i don't see a reason why to forbid this? Mod's already have a way to commuticate correctly, why someone would try to make such things you m...
by thelordodin
Fri Feb 10, 2017 6:34 pm
Forum: Gameplay Help
Topic: Global control (strategic idea)
Replies: 0
Views: 652

Global control (strategic idea)

Hello. My factory is organazed in "towns" with trains for logistics, each town have input and output chests. I'm trying to figure out some control system, made with circuit networks, which will control the whole factory. This thing is going to tell each "town" to be ON or OFF. I ...
by thelordodin
Sun Feb 05, 2017 8:24 am
Forum: Ideas and Requests For Mods
Topic: [Request] Vertical Liquid Storage
Replies: 8
Views: 2313

Re: [Request] Vertical Liquid Storage

Xeanoa already answered why. Thx :) To notice the effect try to build a really big storage facility (50 tank for example, don't ask me why - it's another subject to discuss and really have many applications, i.e. hot water accumulator) I just add something: In fact real world you won't have THIS muc...
by thelordodin
Sun Feb 05, 2017 8:07 am
Forum: Ideas and Requests For Mods
Topic: [IDEA/WIP] Touch of Realism(TOR)
Replies: 15
Views: 4094

Re: [IDEA/WIP] Touch of Realism(TOR)

Hi. Just got some more ideas for your mod. Some hardcore)) 1 - Pollution masks Certan levels of pollution should deal damage if you stay inside it. Damage is also increased over time. There can be some delay before you start taking damage (take a deeeep breath :) ). The higher pollution - the higher...
by thelordodin
Sun Feb 05, 2017 6:42 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 282541

Re: [Mod 0.14] Logistic Train Network 0.8.0

A bug: Attempt to perform arithmetic on global 'stopIdStartIndex' (a nil value) control.lua:224 Tried to investigate: stopsPerTick is also nil. Repeatable. When happens: placing my first Logistic Train stop in an existing game. Everything works in new game in creative mode. So it seems there is a pr...
by thelordodin
Sat Feb 04, 2017 4:27 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Vertical Liquid Storage
Replies: 8
Views: 2313

[Request] Vertical Liquid Storage

A liquid tower storage. It's loaded from the top and have output in the bottom. - Constant pressure is required to fill it. It won't fill with no pressure on input - Input pressure is fully independed from contents - Output pressure is quite big, and only slightly depends on contents, i.e. output_pr...
by thelordodin
Sun Jan 29, 2017 6:57 am
Forum: Modding interface requests
Topic: [Request] GuiElement - user data field
Replies: 6
Views: 2593

Re: [Request] GuiElement - user data field

Example 1: EfficienSee A table with rows. Each row shows you info about some production lines. Every line has a button "Details". So there is a handler "on_details_button_clicked", which shows next info. But for which row is that called? If the button have a field "user_data...

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