MINI MODS

Topics and discussion about specific mods
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

MINI MODS

Post 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


Image
Image

Image
Image
Image

Image
Image
Image
Image

Image
Image
Image

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image


RECIPES:


Image
Image


Image
Image
Image

Image
Image

Image
Image
Image


MINING:


Image
Image


NON-CHANGING

Image
Image
Image
Image
Image


CHALLENGES


Image
Image
Image
Image
Image
Image
Image
Image
Image
Image


SIMPLIFIERS


Image
Image
Image
Image
Image
Image
Image


CHEATS


Image
Image
Image
Image


TUTORIALS


Image
Image
Image

--------------------------------------------------------------------------------------------------------------------------


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)
Image
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:
Image

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.
Image

--------------------------------------------------------------------------------------------------------------------------

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
Image

The Nomadic Factory - Some challenge to encourage you to build little, but always somewhere else. You have to move .
Last edited by DellAquila on Mon May 21, 2018 6:55 pm, edited 2 times in total.
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post 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?
User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: MINI MODS

Post 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.
Image

Transport Belt Repair Man

View unread Posts
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post by DellAquila »

Thanks Steinio, glad you like it!! You always supporting and helping me! XD
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post 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 29718 times
Any ideias for some science-packs recipes?

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




Thanks
Attachments
factchild3.png
factchild3.png (167.12 KiB) Viewed 29713 times
factchild2.png
factchild2.png (721.81 KiB) Viewed 29714 times
Lemlin
Long Handed Inserter
Long Handed Inserter
Posts: 85
Joined: Thu Mar 17, 2016 10:25 am
Contact:

Re: MINI MODS

Post 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.
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post 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
Splicer9
Inserter
Inserter
Posts: 29
Joined: Sun May 06, 2018 6:28 pm
Contact:

Re: MINI MODS

Post 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
Last edited by Splicer9 on Thu May 31, 2018 8:24 pm, edited 2 times in total.
romtos
Inserter
Inserter
Posts: 32
Joined: Fri Jun 02, 2017 12:43 am
Contact:

Re: MINI MODS

Post 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.
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post 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
Splicer9
Inserter
Inserter
Posts: 29
Joined: Sun May 06, 2018 6:28 pm
Contact:

Re: MINI MODS

Post 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!
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post 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 29038 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}
  },







  })

User avatar
steinio
Smart Inserter
Smart Inserter
Posts: 2638
Joined: Sat Mar 12, 2016 4:19 pm
Contact:

Re: MINI MODS

Post 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.
Image

Transport Belt Repair Man

View unread Posts
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post 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?
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post by DellAquila »

so so, now the curves.... :S
factchild9.png
factchild9.png (1.17 MiB) Viewed 28960 times
Splicer9
Inserter
Inserter
Posts: 29
Joined: Sun May 06, 2018 6:28 pm
Contact:

Re: MINI MODS

Post 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!
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post 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!
Arcani_Victus
Burner Inserter
Burner Inserter
Posts: 8
Joined: Sun Jun 03, 2018 12:54 am
Contact:

Re: MINI MODS

Post 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
User avatar
DellAquila
Inserter
Inserter
Posts: 48
Joined: Fri Mar 16, 2018 2:54 pm
Contact:

Re: MINI MODS

Post 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
User avatar
ZombieMooose
Filter Inserter
Filter Inserter
Posts: 289
Joined: Mon Feb 09, 2015 7:23 am
Contact:

Re: MINI MODS

Post 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.
"men will literally learn everything about ancient Rome instead of going to therapy"
Post Reply

Return to “Mods”