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MINI MODS

Posted: Fri May 04, 2018 11:12 am
by DellAquila
Here we have some mini mods, if you want to include your Mini Mod in this list, share the link!

What I really like is that the MOD PORTAL had a more collective than individual structure of doing the mods, where it would easily transfer the mods authoring to modders with more time or more aptitude of developing the idea, or even teams of modders. Not having this option I leave all my mods in Public Domain for those who want to develop the mods more they feel free and go for it. The only goal with the mini mods is the fun inside and outside the Factorio, but always with Factorio.



MILESTONES by Splicer9 as of 5/12/2018 15:27 EST USA:
20,217 total downloads for your all of your mods
72 total mods submitted (2.4% of total Factorio mods ever submitted, probably much higher percent of total mods only compatible with .16)
All that in the span of a month and a half I believe, keep up the good work!



IDEAS IN PROGRESS:


ITEMS


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RECIPES:


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MINING:


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NON-CHANGING

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CHALLENGES


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SIMPLIFIERS


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CHEATS


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TUTORIALS


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NON-RELEASED IDEAS:

Belts and Inserters Speed Research (Can't change the speed of the belts and inserters in-game)

Transparent Pipes / Storage Tank (Instead of a window, make it transparent like glass)

City Building (Make something like Anno 1404 (Or medieval/or futuristic like Surviving Mars)... I think this will not be a Mini Mod)

Ghost Train (A train for personal use that has no collision with other trains)

Space Skin (This is an idea to make a space skin, based on what was shown by the developers a few months ago. It is a work in progress that is only at the beginning)
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Download... if you wanna continue or see... https://drive.google.com/file/d/10VYr3I ... d3HZU/view

Hell Skin (Like the other idea, but you are in hell)

PCBoard Skin (Like the other idea, but you are a bug in a Mother Board. The assembling machines are giant integrated circuits/transistors/capacitors, resistors, etc The ground is the PCBoard)

Electric Belts (Belts mixed with poles. They carry the electricity... but the copper wires that i cant hide make it ugly) It's just ok if we hide all wire connections:
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All Minable Fluids (Just like All Minable of the intermediaries items, but with all fluids on the map like the crude-oil)

A Big Hydroelectric - Using a big Steam Engine on water... you have to make some waterfill and landfill to make it.
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JUST NEW (crazy) IDEAS:

Garage (When car colides with the garage, it stores the items of the trunk, and the car/tank. The garage works like a Passive Chest.

Car Racing Multiplayer (Make the tracks, the collisions, and something about a starting/finish line.

Football Multiplayer (hahaha... it's a field with a ball, two goals and a ScoreBoard)

30 science-packs differents (Instead of 7)

SpaceScience without rocket launcher

Only Reds - All technologies only require the Science Pack 1

Inserter Pole - All inserters have a medium pole in it

Roads automatic constructor - Something like cities skylines

Parallel Factory - A parallel factory to make unusual things like a complex Car Beetle, sneakers, refrigerators, etc. The idea is to make an very complex item, and your componentes to make a factory separated from the original factory. Maybe monthly adding new items and maybe a score that who produces more items / s in the month.

Fruictorio - Cutting trees makes several different fruits, but i really don't know what to do with it. Maybe related with Parallel Factory.

A House to Rest - When you get inside your house, the time run quickly and you can build from it using your map in whatever place you like(no limit reach).

GUI Showing a Production Score of Single Player - Maybe with a goal

FACTORIO WONDERS:
You have a "research tree" that you don't unlock a Recipe, but Unique items. You can have only one in your factory. So, use wisely and protect:
- 1 Golden Steam Engine (20x Steam Engine)
- 1 Mega Assembling Machine
- 5 Ultra Speed Locomotive
- 5 Giant Cargo Wagon
- 5 Giant Fluid Wagon
- 2 Ultra Speed Robots
- 5 Ultra Speed Mining Drill
- 1K Bullets Turret
- Big Solar
- Big Acumulator
- Big Storage Tank
- 10 Ultra speed modules
- 10 Ultra Productivity modules
- 100 Indestructible Wall

Team Decorations - Decorations with team colors like walls, flags, tiles, headquarters, etc.

A Scenario Story Mode - Make something like Alien Shooter 2 inside a scenario
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The Nomadic Factory - Some challenge to encourage you to build little, but always somewhere else. You have to move .

Re: MINI MODS

Posted: Fri May 04, 2018 11:22 am
by DellAquila
Again, feel free to use any idea/code in your own codes. If there is another mod that already does the suggested ideas, I apologize, it is certainly a coincidence.

Any suggestions for the listed ideas for Mini Mods, or for new Mini Mods?

Re: MINI MODS

Posted: Fri May 04, 2018 12:07 pm
by steinio
Uuh what, that's all you?

I love the Mini Player mod. Makes the game more impressive.
The World Cup mod is nice. Waving flags on poles would be great.

I'm looking forward to the road planner tool.

Cu, steinio.

Re: MINI MODS

Posted: Fri May 04, 2018 4:17 pm
by DellAquila
Thanks Steinio, glad you like it!! You always supporting and helping me! XD

Re: MINI MODS

Posted: Sat May 05, 2018 12:56 pm
by DellAquila
Trying to think what's bets for 30 types of science
Trying to think what's bets for 30 types of science
factchild1.png (498.06 KiB) Viewed 27664 times
Any ideias for some science-packs recipes?

Im thinking in put a lot of fluids in them...




Thanks

Re: MINI MODS

Posted: Fri May 11, 2018 11:21 am
by Lemlin
I can edit the mod myself for personal use, but would it be possible to have passive provider chests instead of active provider chests in the Logistic Mine? Or have both versions?
Active providers usually clog the system if I´m doing anything else in the same LogiNet, especially if the mines are close to/inside the main logistic network.

Re: MINI MODS

Posted: Fri May 11, 2018 6:50 pm
by DellAquila
Great idea Lemlin, i will put the two Logistic Mines, active and passive.. i'll work on it today!

if you could test for bugs please, just released!!! XD

Thanks

Re: MINI MODS

Posted: Sat May 12, 2018 5:32 pm
by Splicer9
Thanks for adding the compatibility for Production Scrap 2 for the Electric Furnaces mod, it works great! One more small request to add a dependency/compatibility for: Double Furnace mod. The mod adds an electric furnace that does Iron Ore -> Steel. Thank you! If you have a patreon or donate link, please share it on your main post because you have created a lot of mods I enjoy.

MILESTONES as of 5/12/2018 15:27 EST USA:
20,217 total downloads for your all of your mods
72 total mods submitted (2.4% of total Factorio mods ever submitted, probably much higher percent of total mods only compatible with .16)
All that in the span of a month and a half I believe, keep up the good work!
----------------
UPDATE 5/31 1619
28,390 Total Downloads,a 40% increase over 20 days

Re: MINI MODS

Posted: Wed May 16, 2018 12:31 pm
by romtos
Thanks for making these mods. Love the 30 science packs and fast dimension! I also like the concept of the Reserved mod, but I won't use it as much in its current form. Is there any change you could extend it with something like Chunk Markers? Some abstract cheap colored markers for areas? Chunk markers had them I believe in chunk-sized, 10x10 and custom by putting down 2 corners.

Re: MINI MODS

Posted: Mon May 21, 2018 6:52 pm
by DellAquila
Wow Splicer, this statistic that you did made me so happy ... Im doing thesse mods, in a very amateurish way, things that I would like to see in the game, and suddenly so many people using it, it is very satisfactory for me! : D XD YESSSS!!!!

I'm now seeing about the "Double Furnace mod", really cool transform iron ore into steel direct, as soon as I understand it I'll launch the new version!
I wanted to get back to doing hand crafting without problems in scrap 2, but I have not figured it out yet !!!

Romtos, I really liked this idea for reserved, maybe doing something more of a Tile, a modular tile of reserved places .. I'll think about it, could be nice!!


Thanks all for reply! XD

Re: MINI MODS

Posted: Mon May 21, 2018 9:12 pm
by Splicer9
I had started a topic in the mod help discussion board: viewtopic.php?f=25&t=60339 Hope you don't mind, I just really love the concept of this mod and how I have to have a "junk" bus for rejected materials :D Once this handcrafting side effect is fixed it will be perfect. Then I'll help you write code to make it compatible with other custom mods items so that other mods' items produce scrap, the appropriate scrap. But yea just read that thread I pasted here for more information on this handcraft bug. I tried to figure it out myself and tried some promising test code but it didn't have any effect unfortunately.
No problem (in regards to my support), I agree a lot with your mod ideas you've put out :D Anything to help make this cool game that much more fun!

Re: MINI MODS

Posted: Wed May 23, 2018 3:25 pm
by DellAquila
I'm trying to do this mod that you can build roads like you build rails, but i encounter this problems...

- The nature decorations won't leave the road :(
- Besides the "block" of road is big, every tile of road is small, using a lot of roads in small space, and leaving a "cut" in the graphic.
- Crossroads is terrible... hgehehe
factchild6.png
factchild6.png (1.68 MiB) Viewed 26984 times
Im using rail for now:

Code: Select all

data.raw["optimized-decorative"]["green-hairy-grass"].grows_through_rail_path = false
data.raw["optimized-decorative"]["green-carpet-grass"].grows_through_rail_path = false
data.raw["optimized-decorative"]["green-small-grass"].grows_through_rail_path = false
data.raw["optimized-decorative"]["brown-carpet-grass"].grows_through_rail_path = false
data.raw["optimized-decorative"]["brown-hairy-grass"].grows_through_rail_path = false
data.raw["optimized-decorative"]["big-ship-wreck-grass"].grows_through_rail_path = false
data.raw["optimized-decorative"]["small-ship-wreck-grass"].grows_through_rail_path = false


road_pictures = function()
  return road_pictures_internal({
                                 {"metals", "metals", mipmap = true},
                                 {"backplates", "backplates", mipmap = true},
                                 {"ties", "ties", variations = 1},
                                 {"stone_path", "stone-path", variations = 1},
                                 {"stone_path_background", "stone-path-background", variations = 1},
                                 {"segment_visualisation_middle", "segment-visualisation-middle"},
                                 {"segment_visualisation_ending_front", "segment-visualisation-ending-1"},
                                 {"segment_visualisation_ending_back", "segment-visualisation-ending-2"},
                                 {"segment_visualisation_continuing_front", "segment-visualisation-continuing-1"},
                                 {"segment_visualisation_continuing_back", "segment-visualisation-continuing-2"}
                                })
end


road_pictures_internal = function(elems)
  local keys = {
                {"straight_rail", "horizontal", 64, 128, 0, 0, true},
                {"straight_rail", "vertical", 128, 64, 0, 0, true},
                {"straight_rail", "diagonal-left-top", 96, 96, 2, 2, true},
                {"straight_rail", "diagonal-right-top", 96, 96, -2, 2, true},
                {"straight_rail", "diagonal-right-bottom", 96, 96, -2, -2, true},
                {"straight_rail", "diagonal-left-bottom", 96, 96, 2, -2, true},
                {"curved_rail", "vertical-left-top", 192, 288, 2, 2},
                {"curved_rail", "vertical-right-top", 192, 288, -2, 2},
                {"curved_rail", "vertical-right-bottom", 192, 288, -2, -2},
                {"curved_rail", "vertical-left-bottom", 192, 288, 2, -2},
                {"curved_rail" ,"horizontal-left-top", 288, 192, 2, 2},
                {"curved_rail" ,"horizontal-right-top", 288, 192, -2, 2},
                {"curved_rail" ,"horizontal-right-bottom", 288, 192, -2, -2},
                {"curved_rail" ,"horizontal-left-bottom", 288, 192, 2, -2}
              }
  local res = {}
  for _ , key in ipairs(keys) do
    local part = {}
    dashkey = key[1]:gsub("_", "-")
    for _ , elem in ipairs(elems) do
      part[elem[1]] =
      {
        filename = string.format("__PlaceRoadsLikeRails__/graphics/%s/%s-%s-%s.png", dashkey, dashkey, key[2], elem[2]),
		decorative_removal_probability = 1,
        priority = elem.priority or "extra-high",
        flags = elem.mipmap and { "icon" } or { "low-object" },
        width = key[3],
        height = key[4],
        shift = {key[5], key[6]},
        variation_count = (key[7] and elem.variations) or 1,
		scale = 4,
        hr_version =
        {
          filename = string.format("__PlaceRoadsLikeRails__/graphics/%s/hr-%s-%s-%s.png", dashkey, dashkey, key[2], elem[2]),
		  decorative_removal_probability = 1,
          priority = elem.priority or "extra-high",
          flags = elem.mipmap and { "icon" } or { "low-object" },
          width = key[3]*2,
          height = key[4]*2,
          shift = {key[5], key[6]},
          scale = 2,
          variation_count = (key[7] and elem.variations) or 1,
        }
      }
    end
    dashkey2 = key[2]:gsub("-", "_")
    res[key[1] .. "_" .. dashkey2] = part
  end
    res["rail_endings"] = {
   sheets =
   {
     {
       filename = "__PlaceRoadsLikeRails__/graphics/rail-endings/rail-endings-background.png",
	   decorative_removal_probability = 1,
       priority = "high",
       flags = { "low-object" },
       width = 128,
       height = 128,
	   scale = 4,
       hr_version = {
         filename = "__PlaceRoadsLikeRails__/graphics/rail-endings/hr-rail-endings-background.png",
		 decorative_removal_probability = 1,
         priority = "high",
         flags = { "low-object" },
         width = 256,
         height = 256,
         scale = 2
       }
     },
     {
       filename = "__PlaceRoadsLikeRails__/graphics/rail-endings/rail-endings-metals.png",
	   decorative_removal_probability = 1,
       priority = "high",
       flags = { "icon" },
       width = 128,
       height = 128,
	   scale = 4,
       hr_version = {
         filename = "__PlaceRoadsLikeRails__/graphics/rail-endings/hr-rail-endings-metals.png",
		 decorative_removal_probability = 1,
         priority = "high",
         flags = { "icon" },
         width = 256,
         height = 256,
         scale = 2
       }
     }
   }
 }
  return res
end




data:extend(
{

{
    type = "straight-rail",
    name = "straight-rail",
	decorative_removal_probability = 1,
    icon = "__base__/graphics/icons/rail.png",
    icon_size = 32,
    flags = {"placeable-neutral", "player-creation", "building-direction-8-way"},
    minable = {mining_time = 0.5, result = "rail"},
    max_health = 100,
    corpse = "straight-rail-remnants",
    resistances =
    {
      {
        type = "fire",
        percent = 100
      }
    },
    collision_box = {{-2.8, -3.2}, {2.8, 3.2}},
    selection_box = {{-2.8, -3.2}, {2.8, 3.2}},
    rail_category = "regular",
    pictures = road_pictures(),
  },
  {
    type = "curved-rail",
    name = "curved-rail",
	decorative_removal_probability = 1,
    icon = "__base__/graphics/icons/curved-rail.png",
    icon_size = 32,
    flags = {"placeable-neutral", "player-creation", "building-direction-8-way"},
    minable = {mining_time = 0.5, result = "rail", count = 4},
    max_health = 200,
    corpse = "curved-rail-remnants",
    resistances =
    {
      {
        type = "fire",
        percent = 100
      }
    },
    collision_box = {{-6.8, -3.2}, {6.8, 3.2}},
    secondary_collision_box = {{-6.8, -3.2}, {6.8, 3.2}},
    selection_box = {{-6.8, -3.2}, {6.8, 3.2}},
    rail_category = "regular",
    pictures = road_pictures(),
    placeable_by = { item="rail", count = 4}
  },







  })


Re: MINI MODS

Posted: Wed May 23, 2018 3:55 pm
by steinio
I would suggest to use the planner only as proxyelement and replace the placed ones with street tiles (maybe asphalt roads) but concrete would fit at present.
At the end, trains can drive on your roads.

Re: MINI MODS

Posted: Thu May 24, 2018 11:20 am
by DellAquila
That would be great Steinios.
This proxyelement , how do i get only the code for them? Is there an example in "bases" files?

Re: MINI MODS

Posted: Fri May 25, 2018 11:01 am
by DellAquila
so so, now the curves.... :S
factchild9.png
factchild9.png (1.17 MiB) Viewed 26906 times

Re: MINI MODS

Posted: Mon May 28, 2018 12:02 pm
by Splicer9
In regards to: Logistic Mine Mod
Could you make it so that these mines are unlocked only when the appropriate tech is researched?
Exception: Player has Brave New World mod
If the player has that mod then your logistic mine mod is perfect as is but if not, then you probably only want it to unlock when the appropriate research is unlocked. Thanks!

Re: MINI MODS

Posted: Mon May 28, 2018 8:42 pm
by DellAquila
Great Splicer, the two logistic mining drill are now in techs, and i made the support to Brave new world to start with them already enabled!!! XD

*EDIT... I get an error, trying to figure it out before release!

Re: MINI MODS

Posted: Sun Jun 03, 2018 1:20 am
by Arcani_Victus
I've been attempting to use "Logistic Mine" the past couple of days; however, I seem to have a problem with them. They either won't connect to power or they won't send sulfuric acid between themselves. I am able to work around the sulfuric acid problem by rotating some of the mining drills and they start to send fluid.

The power issue I can't seem to fix. Not sure if there is a conflict with another mod I am using, not sure how, or if it is a problem with the mod itself. If you would like I can give you a list of all mods I am using. Picture included blow showing the power issue, https://i.imgur.com/IPYnZPM.jpg

Re: MINI MODS

Posted: Mon Jun 04, 2018 9:56 pm
by DellAquila
Hello Arcani Victus! Thanks for your information, I've released a new update to try to fix some things. I put another pipe where it was missing so you do not need to rotate! I reviewed the connection of the invisible pole, but here did not give this error, you are using a mod of the type of Powered Entities? Maybe it's replacing the pole ... or some other pole? I can not understand why the invisible pole is not connecting on your Medium Pole.

I made an update with some changes, tell me if anything solved please!

v0.0.5
- Support to Brave New World Mod - Start with Logistic Mine Enabled (Error)
- Proper Technology
- Four sides with pipe connections
- Renamed the invisible poles for fix some conflicts

Re: MINI MODS

Posted: Thu Jun 07, 2018 11:01 pm
by ZombieMooose
Found a potential incompatibility with More Science and Food Industry.

When both are installed the science lab doesn't account for Food Science Packs.

Cheers.