Search found 18 matches
- 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 ...
- 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 ...
Nevermind, got it. There was a sneaky tab in there instead of four spaces ...
- 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 ...
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 ...
- 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.
The zoom based speed is a neat idea, I didn't know that was a thing.
- 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 ...
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 ...
- 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 ...
- 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 ...
- 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 ...
Currently ...
- 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 ...
I suggest making weapon upgrades more significant by giving them unique behavior which makes the upgrade more desirable, important, and/or ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
For example: if you request some iron, drag the slider to 200 ...
- 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 ...
- 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.