Search found 148 matches

by thelordodin
Mon Oct 11, 2021 8:04 am
Forum: Ideas and Suggestions
Topic: Mod quality & performance stats
Replies: 19
Views: 3914

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...
by thelordodin
Mon Oct 11, 2021 6:55 am
Forum: Ideas and Suggestions
Topic: Mod quality & performance stats
Replies: 19
Views: 3914

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...
by thelordodin
Sun Oct 10, 2021 8:32 am
Forum: Ideas and Suggestions
Topic: Mod quality & performance stats
Replies: 19
Views: 3914

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 ...
by thelordodin
Sun Oct 10, 2021 8:15 am
Forum: Ideas and Requests For Mods
Topic: Geo evolution
Replies: 8
Views: 2563

Re: Geo evolution

by thelordodin
Sun Oct 10, 2021 8:15 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 3071

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.
by thelordodin
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: 1679

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 ...
by thelordodin
Sun Oct 10, 2021 7:40 am
Forum: Ideas and Requests For Mods
Topic: Train control for kids
Replies: 12
Views: 4224

Re: Train control for kids

DaveMcW wrote:
Mon Sep 20, 2021 3:28 am
Here you go: https://mods.factorio.com/mod/stop-on-red
Thanks so much for the mod! My kid was VERY excited when he see this working!
by thelordodin
Sun Sep 19, 2021 9:38 pm
Forum: Ideas and Requests For Mods
Topic: Train control for kids
Replies: 12
Views: 4224

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 ...
by thelordodin
Tue Mar 30, 2021 5:22 pm
Forum: Ideas and Requests For Mods
Topic: Geo evolution
Replies: 8
Views: 2563

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
by thelordodin
Tue Mar 30, 2021 4:50 am
Forum: Ideas and Requests For Mods
Topic: Geo evolution
Replies: 8
Views: 2563

Re: Geo evolution

Which ones?
by thelordodin
Sun Mar 28, 2021 5:58 am
Forum: Ideas and Requests For Mods
Topic: Geo evolution
Replies: 8
Views: 2563

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...
by thelordodin
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: 594

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...
by thelordodin
Sun Oct 13, 2019 3:26 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Name my mod (about combinators)
Replies: 11
Views: 3384

Re: [Request] Name my mod (about combinators)

I've abandoned Factorio for quite a while...
by thelordodin
Wed Mar 20, 2019 1:40 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120092

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 ...
by thelordodin
Mon Mar 18, 2019 4:08 pm
Forum: Resolved Problems and Bugs
Topic: Inserter GUI hint is incorrect
Replies: 1
Views: 878

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.
Transfer.png
Transfer.png (364.86 KiB) Viewed 878 times
by thelordodin
Fri Feb 01, 2019 12:55 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120092

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.
by thelordodin
Fri Feb 01, 2019 12:53 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 120092

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...
by thelordodin
Sun Jan 27, 2019 2:23 pm
Forum: News
Topic: Friday Facts #279 - Train GUI & Modern Spitter
Replies: 208
Views: 75079

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...

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