Looking for mod ideas

This is the place to request new mods or give ideas about what could be done.
Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Looking for mod ideas

Post by Rseding91 »

So I've written a few small mods and I'm looking for ideas for other's :)

The previous mods I've written are:
And I'm now updating and maintaining the Landfill mod


If possible I'd like original (or at least non-vanilla) mod ideas (not just a "faster miner"/"cheaper furnace"). With that being said, the only three things I can currently think of that might be interesting are:
  • An expandable chest - 1 chest which increases in size with more storage crates you attach next to it
  • Force fields for walls - already done by two others but I think I could put my own concepts into it to make it interesting
  • Underground miners - already done by at least one other but again I think I could put my own concepts into it to make it interesting
  • A delete button on your screen that you can click items into to get rid of them instead of having to drop them on the ground/in a chest
I'm not really against any potential interesting idea or even helping someone else with a mod their making (I love optimizing things - check out the Compression Chests mod to see the extent I go :P).
If you want to get ahold of me I'm almost always on Discord.

omegasrevenge
Inserter
Inserter
Posts: 45
Joined: Sat Jul 12, 2014 8:54 am
Contact:

Re: Looking for mod ideas

Post by omegasrevenge »

Hey. I respect you a lot for doing this!
Here are two topics that might help you!

https://forums.factorio.com/forum/vie ... =33&t=4974
And more importantly:
https://forums.factorio.com/forum/vie ... =33&t=4876 *nod nod*

Colombo
Long Handed Inserter
Long Handed Inserter
Posts: 76
Joined: Mon May 19, 2014 11:25 am
Contact:

Re: Looking for mod ideas

Post by Colombo »

dirty bomb.

Radioactive material refined and mixed with dynamite to create dirty bomb. Everything in radius is radiated and slowly losing health. At the same time, it produce HEAP of localized (how is this concept called? Gosh, I forgot! The dirt in the air..., POLLUTION, gosh...) pollution and bate all nearby biters.

JamesOFarrell
Filter Inserter
Filter Inserter
Posts: 402
Joined: Fri May 23, 2014 8:54 am
Contact:

Re: Looking for mod ideas

Post by JamesOFarrell »

One of the mods I wanted to add but never got around to was artillery. The ability to call down artillery fire onto biter bases would be awesome.

1leahcim
Burner Inserter
Burner Inserter
Posts: 5
Joined: Tue Jul 15, 2014 7:23 am
Contact:

Re: Looking for mod ideas

Post by 1leahcim »

https://forums.factorio.com/forum/vie ... =33&t=5013

i don't imagine this would be that hard, but it would give some real nice information.

OBAMA MCLAMA
Filter Inserter
Filter Inserter
Posts: 337
Joined: Fri May 30, 2014 4:23 am
Contact:

Re: Looking for mod ideas

Post by OBAMA MCLAMA »

My request:

Title?: Bigger spawn map ???

Oh. basically it would be nice to have a larger area around the spawn when you create a new game pre-loaded. I often spend 2 minutes moving around the spawn just to examine the area.
When i stream twitch i always answer questions and try to help, come visit me.

vedrit
Filter Inserter
Filter Inserter
Posts: 292
Joined: Sun Aug 03, 2014 2:25 am
Contact:

Re: Looking for mod ideas

Post by vedrit »

Perhaps a simpler way to create/expand bodies of water than what is in the Landfill mod?
What about a way to break items down, a la salvaging? Get less than what was required to make it, but better than out right destroying the item...
How about a laser rifle of some sort? Oh! And a charging station for power armor and electric weapons! That way, less space would be needed for power generation in power armor

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Looking for mod ideas

Post by Rseding91 »

vedrit wrote:Perhaps a simpler way to create/expand bodies of water than what is in the Landfill mod?
What's wrong with the method Landfill uses?

vedrit wrote:What about a way to break items down, a la salvaging? Get less than what was required to make it, but better than out right destroying the item...
The Scrap Mod can do this already - just destroy a building and it drops some of the items it's made of.

vedrit wrote:How about a laser rifle of some sort? Oh! And a charging station for power armor and electric weapons! That way, less space would be needed for power generation in power armor
The point of power armor is the energy tradeoff - you can't just spam it full of shields because they take power and if you fill it with power you're limited on shields/other hardware. It's meant to keep it from being too powerful.
If you want to get ahold of me I'm almost always on Discord.

Schmendrick
Fast Inserter
Fast Inserter
Posts: 222
Joined: Wed Apr 30, 2014 11:17 pm
Contact:

Re: Looking for mod ideas

Post by Schmendrick »

Rseding91 wrote:
vedrit wrote:What about a way to break items down, a la salvaging? Get less than what was required to make it, but better than out right destroying the item...
The Scrap Mod can do this already - just destroy a building and it drops some of the items it's made of.
And I'm working on adding more recycle-type stuff to it soonish.

Just tell Rseding to nag me more about it...
Like my mods? Check out another! Or see older, pre-0.12.0 mods.

User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: Looking for mod ideas

Post by Xecutor »

Underground power cable.
3x3 power coverage at ends and 10x1 the cable itself.
Something like 10 plastic and 20 copper cables, and 4 iron plates.

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Looking for mod ideas

Post by Rseding91 »

Xecutor wrote:Underground power cable.
3x3 power coverage at ends and 10x1 the cable itself.
Something like 10 plastic and 20 copper cables, and 4 iron plates.

Hmm, that might be possible to do. But what would be the purpose? Wouldn't it be of more benefit to just put down 2 substations and power a much larger area?
If you want to get ahold of me I'm almost always on Discord.

User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: Looking for mod ideas

Post by Xecutor »

Rseding91 wrote:
Xecutor wrote:Underground power cable.
3x3 power coverage at ends and 10x1 the cable itself.
Something like 10 plastic and 20 copper cables, and 4 iron plates.

Hmm, that might be possible to do. But what would be the purpose? Wouldn't it be of more benefit to just put down 2 substations and power a much larger area?
Power line of inserters in a hard to reach normally area :)

User avatar
CreeperDaReeper
Fast Inserter
Fast Inserter
Posts: 228
Joined: Fri May 23, 2014 8:59 pm
Contact:

Re: Looking for mod ideas

Post by CreeperDaReeper »

Got a mod idea for you Rseding91.
Inserter Insanity
I'd have done this myself already if I could look at code for more than five seconds without getting a headache.

Wynillo
Burner Inserter
Burner Inserter
Posts: 5
Joined: Wed Aug 20, 2014 11:39 am
Contact:

Re: Looking for mod ideas

Post by Wynillo »

Modname: Bulletproof

New Bullets / Shells for Endgame Survival

Something like the following was wandering in my Head

- burning bullets (adds burning effect -loosing x health each second for x seconds, may jumps to near structures/creatures, dont use inside your factory!),
- shocking bullets (lightning jumps from x times enemy to enemy dealing x damage),
- freezing bullets (chance to freeze enemy, if they get dmged while freezed, they break),
- explosion bullets (when an enemy dies of it, they explode, dealing x% of their life as splash dmg)
- acid bullets (leaving a trail of poison on the ground for x seconds, dealing low dot dmg, weakens armor by x% per tick, max xy%)
- (new) piecing bullets (pierces to x enemys, ignores x% enemy armor)

just as plain stupid idea, but i love the vision of having a lightning storm over a horde of biters :D

EDIT: Have to imagine some recipes for it as well

Nirahiel
Filter Inserter
Filter Inserter
Posts: 351
Joined: Mon Sep 23, 2013 2:18 pm
Contact:

Re: Looking for mod ideas

Post by Nirahiel »

Why don't you team up with me ?
We could work on Industrio :)
(Read my signature *hint hint*)

Rseding91
Factorio Staff
Factorio Staff
Posts: 13209
Joined: Wed Jun 11, 2014 5:23 am
Contact:

Re: Looking for mod ideas

Post by Rseding91 »

Nirahiel wrote:Why don't you team up with me ?
We could work on Industrio :)
(Read my signature *hint hint*)
What exactly are you looking for help with on your mod?
If you want to get ahold of me I'm almost always on Discord.

Nirahiel
Filter Inserter
Filter Inserter
Posts: 351
Joined: Mon Sep 23, 2013 2:18 pm
Contact:

Re: Looking for mod ideas

Post by Nirahiel »

Rseding91 wrote:
Nirahiel wrote:Why don't you team up with me ?
We could work on Industrio :)
(Read my signature *hint hint*)
What exactly are you looking for help with on your mod?
Let's talk about this in PM shall we ? :)

User avatar
Xecutor
Filter Inserter
Filter Inserter
Posts: 260
Joined: Mon Jun 23, 2014 10:15 am
Contact:

Re: Looking for mod ideas

Post by Xecutor »

IDEA: On Screen Display (OSD).
1x1 modular armor item that adds certain number on display (like from top left corner and down) in big green/red numbers.
And accompanying items - one that can be hooked to electric network and thus provide/export production/consumption of that network,
and one that can be hooked to logistics network and show number of given items in a network.

As additional feature - for each counter add condition for red/green color.

Boogieman14
Filter Inserter
Filter Inserter
Posts: 770
Joined: Sun Sep 07, 2014 12:59 pm
Contact:

Re: Looking for mod ideas

Post by Boogieman14 »

Rseding91 wrote:
  • An expandable chest - 1 chest which increases in size with more storage crates you attach next to it
Have you ever looked into this one a bit more? :) For my train unloaders, I would love to be able to put down a row of chests that share their contents along the entire row, but from the perspective of the inserters next to them act as individual chests (so the outer inserter's arms won't need to stretch like they do when unloading train wagons)
I don't have OCD, I have CDO. It's the same, but with the letters in the correct order.

n9103
Smart Inserter
Smart Inserter
Posts: 1067
Joined: Wed Feb 20, 2013 12:09 am
Contact:

Re: Looking for mod ideas

Post by n9103 »

Here's a limited version of what you're looking for:
https://forums.factorio.com/forum/vie ... 810&p=5617
It's quite a few major versions outdated, so it's gonna need an overhaul, but it's a starting point until/unless we find a way to make entities arbitrarily connect on the fly.
Colonel Failure wrote:You can lose your Ecologist Badge quite quickly once you get to the point of just being able to murder them willy-nilly without a second care in the world.

Post Reply

Return to “Ideas and Requests For Mods”