Search found 148 matches
- Mon Oct 11, 2021 8:09 am
- Forum: Ideas and Requests For Mods
- Topic: Subway - for player transportation and more [potentially an overhaul mod]
- Replies: 5
- Views: 1703
Re: Subway - for player transportation and more [potentially an overhaul mod]
"no player transportation" in suggested mod...
- Mon Oct 11, 2021 8:04 am
- Forum: Ideas and Suggestions
- Topic: Mod quality & performance stats
- Replies: 19
- Views: 3937
Re: Mod quality & performance stats
Just for reference, My seablock mod pack (50 mods), loads in 20 sec. from a SSD,. with 5-7 min. something is really screwed. Strange... I have really fast SSD (Samsung 970evo plus) and still have this issue. I'll try looking into logs as you suggested. Disabling one by one isnt an option, because e...
- Mon Oct 11, 2021 6:55 am
- Forum: Ideas and Suggestions
- Topic: Mod quality & performance stats
- Replies: 19
- Views: 3937
Re: Mod quality & performance stats
This statistics should be gathered and sent to mod portal This is tricky. Despite almost everyone doing so, automatic data collection and sending is increasingly frowned upon - and illegal in some places of the world. I remember the shitstorm when the devs activated by default the option to send lo...
- Sun Oct 10, 2021 8:32 am
- Forum: Ideas and Suggestions
- Topic: Mod quality & performance stats
- Replies: 19
- Views: 3937
Mod quality & performance stats
Mod quality & performance stats: - Timespan a mod takes in game loading Why: my Factorio loads 5-7 minutes on Ryzen 3900x. How do I know which mods should I disable to make it faster? - Overall RAM usage per mod in game Why: i had times when game crushed on deathworlds having more than 32Gb RAM ...
- Sun Oct 10, 2021 8:16 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 3141
- Sun Oct 10, 2021 8:15 am
- Forum: Ideas and Requests For Mods
- Topic: Geo evolution
- Replies: 8
- Views: 2594
Re: Geo evolution
Simmilar request: viewtopic.php?f=33&t=95574&p=554117#p554117
- Sun Oct 10, 2021 8:15 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] Per-spawner evolution
- Replies: 16
- Views: 3141
Re: [REQUEST] Per-spawner evolution
It's possible. Different spawner types can be set to produce specific enemies. Than you have spawner levels 1-10. And you can replace them gradually. This way you can implement per-spawner evolution, triggered by some logic.
- Sun Oct 10, 2021 8:06 am
- Forum: Ideas and Requests For Mods
- Topic: Subway - for player transportation and more [potentially an overhaul mod]
- Replies: 5
- Views: 1703
Subway - for player transportation and more [potentially an overhaul mod]
An Idea for mod: "Subway" MVP - main idea - A separate surface where u can dig tunnels and build railways. (Digging requires concrete and Steel beams.). - Station entities: 2x2 building "Subway lift" (And maybe later subway station). When its places - its placed on both surfaces ...
- Sun Oct 10, 2021 7:40 am
- Forum: Ideas and Requests For Mods
- Topic: Train control for kids
- Replies: 12
- Views: 4273
Re: Train control for kids
Thanks so much for the mod! My kid was VERY excited when he see this working!
- Sun Sep 19, 2021 9:38 pm
- Forum: Ideas and Requests For Mods
- Topic: Train control for kids
- Replies: 12
- Views: 4273
Train control for kids
Hi there. My kid likes driveng trains in Factoio. But he gets very upset when his train crushes another train. That is because he often can't stop the train in time. I'd like to know if it's possible to make a mod to stop a manually controlled train if the signal isn't green? Could anyone help with ...
- Tue Mar 30, 2021 5:22 pm
- Forum: Ideas and Requests For Mods
- Topic: Geo evolution
- Replies: 8
- Views: 2594
Re: Geo evolution
I'm playing with RSO and don't see this setting. Where is that? There are settings about size, distance, probability and vanilla biter generation. No setting to ignore evolution
- Tue Mar 30, 2021 4:50 am
- Forum: Ideas and Requests For Mods
- Topic: Geo evolution
- Replies: 8
- Views: 2594
Re: Geo evolution
Which ones?
- Sun Mar 28, 2021 5:58 am
- Forum: Ideas and Requests For Mods
- Topic: Geo evolution
- Replies: 8
- Views: 2594
Geo evolution
Disable evolution. But the further from start zone the bigger enemies will spawn. Implementation ideas: 10 tiers of spawners generated from vanilla, but tuned so they are independent from evolution factor. Why: when you progress you will anyway need more resources, so you'll have to pass big enemies...
- Tue May 05, 2020 7:31 am
- Forum: Ideas and Suggestions
- Topic: New Logistics UX is cumbersome in some cases - easy to implement
- Replies: 0
- Views: 597
New Logistics UX is cumbersome in some cases - easy to implement
New UI for personal logistics is great. But it's hard to set tresh items. You pick an item from inventory, click with it on logistics tab and it suggests to request it: it shows dialog with preset 50 - Infinity And you have to tune it - set both values to zero. In previous versions that was easier j...
- Sun Oct 13, 2019 3:26 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Name my mod (about combinators)
- Replies: 11
- Views: 3405
Re: [Request] Name my mod (about combinators)
I've abandoned Factorio for quite a while...
- Wed Mar 20, 2019 1:40 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120552
Re: [MOD 0.12.12+] Research queue 1.2.6
I would really liked if you did posted your work on mod portal under another name, say "Research queue Rewritten". Because this way i could simply install it with mod gui. Try it out. Disable or enable. Update it when some bugs are fixed. Also this would allow this old mod to finally rest ...
- Mon Mar 18, 2019 4:08 pm
- Forum: Resolved Problems and Bugs
- Topic: Inserter GUI hint is incorrect
- Replies: 1
- Views: 896
Inserter GUI hint is incorrect
You can see that actually 4 inserters work, but GUI only highlights 3 of them as connected to the wagon.
- Fri Feb 01, 2019 12:55 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120552
Re: [MOD 0.12.12+] Research queue 1.2.6
One more note: 0.17 is coming. There will be big GUI changes in it. I would not recommend rewriting the mod before 0.17 is here.
- Fri Feb 01, 2019 12:53 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120552
Re: [MOD 0.12.12+] Research queue 1.2.6
Well, this is because the images for thouse science packs are not loaded. They are not loaded likely because dependency RQ -> other mods are missing. RQ must run the last to process all the images. Hi, I'm quite new to Factorio modding. I've been poking this mod and customizing it to my taste a bit...
- Sun Jan 27, 2019 2:23 pm
- Forum: News
- Topic: Friday Facts #279 - Train GUI & Modern Spitter
- Replies: 208
- Views: 75637
Re: Friday Facts #279 - Train GUI & Modern Spitter
To be fair there is an interesting idea here: Ctrl+Click to move at the designated point. If you are in the train, "Train drives to nearest rail to clicked point". If you are in Car, use it but avoid trees. If you are in Tank ignore trees and move to nearest point. If you are not in vehic...