Search found 65 matches

by ichVII
Sat Nov 09, 2019 4:39 pm
Forum: Modding help
Topic: place entity ghost like in blueprint
Replies: 0
Views: 76

place entity ghost like in blueprint

Currently, if you place a entity ghost using create_entity, it does not try to merge with an equal entity at the same spot. In particular, if we place a ghost of an assembler over an assembler, that doesnt reset that assembler to no recipe, but it creates a ghost entity beneath it. If, however we de...
by ichVII
Thu Nov 07, 2019 7:43 pm
Forum: Combinator Creations
Topic: number of item stacks in a chest
Replies: 5
Views: 1034

Re: number of item stacks in a chest

My mod checks the stack size of each item prototype on init. If the stack size of an item agrees with the one given in that item prototype, it works. I assume that is always the case, but I am inexperienced with factorio modding. But it only works correctly if the stack size is a divisor of 100k and...
by ichVII
Thu Nov 07, 2019 4:53 pm
Forum: Combinator Creations
Topic: number of item stacks in a chest
Replies: 5
Views: 1034

number of item stacks in a chest

With the help of my mod "Utility Combinators+", an extension to justarandomgeeks "Utility Combinators", I created a circuit, that can calculate exactly how many stacks of each item a chest contains, assuming there is no more then one incomplete stack per resource. Just ignore the nuclear artillery i...
by ichVII
Wed Nov 06, 2019 12:45 pm
Forum: Ideas and Suggestions
Topic: See not rounded circuit signals
Replies: 2
Views: 180

See not rounded circuit signals

TL;DR A option in settings to see the exact number in tooltips instead of the rounded amounts. What ? If the option is activated and you are hovering over an entity (eg chest, tank, pole, combinator) where the tooltip shows a signal or the content, you see the exact amounts instead of the rounded v...
by ichVII
Wed Nov 06, 2019 11:23 am
Forum: Ideas and Suggestions
Topic: Decider combinator with "Anything" output
Replies: 23
Views: 5150

Re: Decider combinator with "Anything" output

+1 Plus: the table above lists situations, where two signals could be outputted, in that case any matching signal should be outputted. Sounds more logical for me... It is really important to distinguish between "any" and "each". If you mean "any", as in just one, I agree. If you mean "each", I disag...
by ichVII
Wed Oct 30, 2019 10:56 pm
Forum: Ideas and Suggestions
Topic: Inserters with ghost wires
Replies: 4
Views: 212

Re: Inserters with ghost wires

I finally came up with a practical, vanilla example: If you build a production line for blue circuits or even rockets by bots and definitely want your inserters to wait until the pm3s have been placed in the building, this would greatly help. (You can check av conbot= total conbot to check, if const...
by ichVII
Tue Oct 29, 2019 4:32 pm
Forum: Ideas and Suggestions
Topic: Inserters with ghost wires
Replies: 4
Views: 212

Inserters with ghost wires

TL;DR If an inserter is placed in a blueprint and has a wire connection and a enable condition in the blueprint, it should NOT work until the entity it is attached to via wire is placed. What ? If I place a blueprint containing inserters, that are wired and have circuit conditions, they should not ...
by ichVII
Sun Oct 13, 2019 12:19 pm
Forum: Ideas and Suggestions
Topic: Control+Click on empty inventory slot when there arent any
Replies: 0
Views: 127

Control+Click on empty inventory slot when there arent any

When you open an entity and control click on an empty slot in your inventory you transfer as many suitable items to the entity as possible. This is a really nice feature. But if your inventory is full, you cannot use it and have to search through your entire inventory to find the correct item. This ...
by ichVII
Sat Oct 05, 2019 11:46 am
Forum: Implemented Suggestions
Topic: Option to change the amount of maximum autosaves
Replies: 7
Views: 1651

Re: Option to change the amount of maximum autosaves

I tried using this in 0.17.69, but it doesnt work anymore. I set the value of autosave-slots to 100, but still only have three autosave-slots.
by ichVII
Mon Dec 18, 2017 9:32 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 684
Views: 183754

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

I know there are more pressing issues, like getting this to work on .16, but blueprint data is not copied using the duplicating chest. Is it possible to change this?
by ichVII
Sun Dec 17, 2017 11:46 pm
Forum: Ideas and Suggestions
Topic: give nuclear fuel a used% like science packs
Replies: 3
Views: 444

Re: give nuclear fuel a used% like science packs

round 2:
@modrators: move this to ideas/requests for mods pls

I understand, why you choose not to have it in vanilla.
by ichVII
Sun Dec 17, 2017 7:33 pm
Forum: Ideas and Suggestions
Topic: give nuclear fuel a used% like science packs
Replies: 3
Views: 444

give nuclear fuel a used% like science packs

As nuclear fuel takes really long to run out and might last longer then your car/tanl/train is placed it would be nice to not loose an entire fuel cell on removal.
One way to do this is:
turn nuclear fuel into an item with a % amount like repairpacks and science packs.
by ichVII
Thu Dec 14, 2017 12:45 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 31208

Re: [16.0] Sideloading no longer compresses belt

This is a major change to how the game works. If it is intended by the devs, they should at least explictly tell this in the change log. If not, it should be considered a bug imo.
by ichVII
Sun Nov 12, 2017 11:51 pm
Forum: Ideas and Suggestions
Topic: ghost items
Replies: 1
Views: 484

ghost items

TL;DR Make shift+q allow you to get a ghost of the item under your cursour in your hand. What ? make shift+q give the player a ghost of the item under your cursour to be put in your hand. This will then allow you to place ghost entities of that item on the map without needing to have this item in y...
by ichVII
Sat Sep 30, 2017 10:42 pm
Forum: Ideas and Suggestions
Topic: make all factorio versions accesiable to buyers
Replies: 11
Views: 1451

Re: make all factorio versions accesiable to buyers

The specific version i was asking for was 0.15.33, which you called a stable version for some time.
by ichVII
Fri Sep 29, 2017 7:14 pm
Forum: Ideas and Suggestions
Topic: make all factorio versions accesiable to buyers
Replies: 11
Views: 1451

make all factorio versions accesiable to buyers

TL;DR Enable everyone, who bought the game to doownload whatever Version of the game they want to, in order to enable replaying any old saves. What ? Enable everyone, who bought the game to doownload whatever Version of the game they want to. (0.15.01 to 0.15.34 and so on). Or at least do it for al...
by ichVII
Tue Aug 22, 2017 11:08 am
Forum: Ideas and Suggestions
Topic: rotate storage tanks on placement
Replies: 3
Views: 639

Re: rotate storage tanks on placement

I am Aware, that sometimes you do not want them to rotate, but i think the times you want them to rotate are more.

Alternativley, you could make that an Option to choose for the Player in Settings, or sth like placing them while Holding a certain button pressed (R maybe)?
by ichVII
Sun Aug 20, 2017 5:06 pm
Forum: Ideas and Suggestions
Topic: rotate storage tanks on placement
Replies: 3
Views: 639

rotate storage tanks on placement

TL;DR make tanks rotate every time you place one to allow run-placing them. What ? After you place a tank, the tank in your hand is rotated. Thus, if you run and keep your mouse button pressed, the tanks conncect to each other. Why ? Becouse i like placing stuff while running across and I guess so ...

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