Search found 18 matches

by Maoman
Sun Jul 06, 2025 6:09 pm
Forum: Modding interface requests
Topic: API access to player's current speed with all modifiers
Replies: 1
Views: 71

API access to player's current speed with all modifiers

Title pretty much sums it up. Currently there is no way (as far as I can tell) to read the actual speed of the player after all modifiers from both in-game and mods have been applied--i.e. the actual velocity the player will literally move on screen after all calculations have been done. There is ...
by Maoman
Sun Jul 06, 2025 5:14 pm
Forum: Modding help
Topic: Changelog tutorial
Replies: 114
Views: 65278

Re: Changelog tutorial

Hello, can somebody please tell me why this changelog file is invalid? I thought that I did everything right and it does not give me any error, but it simply does not work in game; the "changelog" button remains greyed out.
Nevermind, got it. There was a sneaky tab in there instead of four spaces ...
by Maoman
Sat Jul 05, 2025 10:35 pm
Forum: Mods
Topic: Progressive Running 2.0
Replies: 3
Views: 273

Re: Progressive Running 2.0

Hello, I have updated the mod properly now, rather than just a quick and dirty "make it work" with space age.

It still breaks if you uninstall it incorrectly but there are now instructions in the description for how to avoid that. The other issues (slow acceleration, no settings, no customizeable ...
by Maoman
Wed Jul 02, 2025 9:49 am
Forum: Mods
Topic: Progressive Running 2.0
Replies: 3
Views: 273

Re: Progressive Running 2.0

It's probably sluggish because it only updates every 15 ticks, I assume for performance reasons. I didn't really mess with the original code any, just made it work.
The zoom based speed is a neat idea, I didn't know that was a thing.
by Maoman
Tue Jul 01, 2025 10:55 pm
Forum: Mods
Topic: Progressive Running 2.0
Replies: 3
Views: 273

Progressive Running 2.0

Remake of the classic Progressive Running mod for 2.0 and Space Age.

This mod makes it so that, if you are wearing exoskeletons, your run speed is initially slow, as if you have no exoskeletons, but then it rapidly ramps up to full speed over the course of about a second. It's kinda like you're ...
by Maoman
Tue Jul 01, 2025 6:30 am
Forum: Minor issues
Topic: [2.0.58] Minor Graphics Oversight With Sideloading Underground Belts Facing South
Replies: 1
Views: 114

[2.0.58] Minor Graphics Oversight With Sideloading Underground Belts Facing South

When an underground belt is facing east or west and being side loaded from the south, part of the metal wall is removed to visually allow for the one side of the belt to enter the sideloaded underground belt. It's a nice little attention to detail that occasionally pops up in factorio appreciation ...
by Maoman
Sun Jun 22, 2025 2:37 am
Forum: General discussion
Topic: Thank you (Make the dev-team happy today!)
Replies: 612
Views: 392440

I just wanted to thank the devs, that's all.

I wasn't really sure which topic this belongs in. I just wanted to take a moment to say thank you to the devs for being such great people on top of making a great game. Far too often game devs let the power and control over their little kingdom go to their head and it turns them into... well, not ...
by Maoman
Mon Oct 29, 2018 6:58 am
Forum: Ideas and Suggestions
Topic: Reloading weapons
Replies: 3
Views: 3445

Reloading weapons

So, the player carries stacks of ammo magazines, and as you fire the top item in the stack (representing the loaded magazine) loses "durability" which represents the amount of ammo left in that magazine, with the exception of the rocket launcher (so it's also excluded from my suggestion).

Currently ...
by Maoman
Mon Oct 29, 2018 6:57 am
Forum: Ideas and Suggestions
Topic: More significant weapon upgrades
Replies: 0
Views: 1375

More significant weapon upgrades

Currently, upgrading your pistol to submachine gun or shotgun to combat shotgun literally only affects fire rate (plus a tiny range boost for submachine gun).

I suggest making weapon upgrades more significant by giving them unique behavior which makes the upgrade more desirable, important, and/or ...
by Maoman
Sun Oct 28, 2018 11:24 pm
Forum: Ideas and Requests For Mods
Topic: Short logistics request delay
Replies: 11
Views: 3683

Re: Short logistics request delay

Sorry for the pointless bump! I clicked "bump topic" cause I wanted to see what it would do... I figured it'd have a confirmation, or maybe have an auto-generated message or... idk, just wasn't expecting it to instantly go through.
by Maoman
Sun Oct 28, 2018 11:21 pm
Forum: Ideas and Requests For Mods
Topic: Short logistics request delay
Replies: 11
Views: 3683

Re: Short logistics request delay


This one should be pretty simple to implement:
About 90% of mod ideas that start with that, are actually either impossible, or really damn hard to do. If it really was that simple or easy, most ideas like this already would have a mod for it.

Try to avoid starting ideas with lines like that. ;P ...
by Maoman
Fri Oct 12, 2018 4:12 pm
Forum: Ideas and Suggestions
Topic: Short delay when changing logistic request numbers
Replies: 10
Views: 3066

Re: Short delay when changing logistic request numbers


Btw, while it certainly would be an improvement over the current situation i still think this is bad gui design. Factorio GUIs are closed by pressing esc/e, and not a usual "ok/apply" button like in e.g. windows. In most applications pressing esc would throw away any pending changes and restore ...
by Maoman
Sun Oct 07, 2018 9:09 pm
Forum: Ideas and Suggestions
Topic: Short delay when changing logistic request numbers
Replies: 10
Views: 3066

Short delay when changing logistic request numbers

There should be a short one or two second delay between when you change the number for a logistics or auto trash slot and when that number is actually sent to the logistic network (or applied to your inventory, for auto trash slots). This would go a long way toward preventing people from ...
by Maoman
Sun Oct 07, 2018 8:23 pm
Forum: Ideas and Requests For Mods
Topic: Short logistics request delay
Replies: 11
Views: 3683

Re: Short logistics request delay


The modding API offers no way of intercepting that input. It's all done internally. I certainly wouldn't mind if that was the default behaviour. But short of reimplementing the whole GUI i see no way to mod that.


Ah damn, ok. I guess this needs to be put in ideas and suggestions instead, then ...
by Maoman
Sun Oct 07, 2018 12:40 pm
Forum: Ideas and Requests For Mods
Topic: Short logistics request delay
Replies: 11
Views: 3683

Re: Short logistics request delay


Same topics:
https://forums.factorio.com/viewtopic.php?t=30913
https://forums.factorio.com/viewtopic.php?t=23622

But now you can set to "request 1 item instead of stack" in the game options.


These are not the same topic. I already have that option enabled. That option does keep me from ...
by Maoman
Sun Oct 07, 2018 11:01 am
Forum: Ideas and Requests For Mods
Topic: Short logistics request delay
Replies: 11
Views: 3683

Short logistics request delay

This one should be pretty simple to implement: I'd like a mod where there is a short one or two second delay between when you change the number for a logistics or trash slot and when that number is actually sent to the logistic network.

For example: if you request some iron, drag the slider to 200 ...
by Maoman
Sun Oct 07, 2018 10:22 am
Forum: Ideas and Requests For Mods
Topic: Auto-Auto Logistic Trash Slots
Replies: 0
Views: 788

Auto-Auto Logistic Trash Slots

So imagine you put a stack of 100 iron in your logistic request slot. This proposed mod will automatically add a (hidden, if possible) logistic trash rule for 100 iron, so if you pick up some extra iron, it'll automatically be taken away and you'll always (save for a small delay for robot travel ...
by Maoman
Sat Nov 12, 2016 10:58 am
Forum: Mods
Topic: [MOD 0.16.x to 0.13.x] Tree Collision Box - easy passage
Replies: 29
Views: 42259

Re: [MOD 0.14.x & 0.13.x] Tree Collision Box - easy passage

Apparently bullets use the collision box to check if they hit trees, so if you plan on using shotguns to destroy trees early game, this mod makes it much more difficult. This really ought to be added to the mod's information.

Go to advanced search