Search found 161 matches

by thelordodin
Thu Nov 06, 2025 3:53 am
Forum: Ideas and Requests For Mods
Topic: Docking platforms/Spaceships from Space Exploration (SE vs Space Age)
Replies: 1
Views: 177

Docking platforms/Spaceships from Space Exploration (SE vs Space Age)

I think docking spaceships in Space Exploration mod - is likely the most interesting feature that hooks me up to SE.
Hovewer I found myself struggling between
"Should I play SE? But I want thouse new planets and SE is an ovehaul it might conflict with them..."
and
"Should I play planets + Space Age ...
by thelordodin
Thu Nov 06, 2025 3:41 am
Forum: General discussion
Topic: Elves was planned In Factorio? Mistery behind...
Replies: 8
Views: 501

Re: Elves was planned In Factorio? Mistery behind...

mmmPI wrote: Wed Nov 05, 2025 6:38 pm
thelordodin wrote: Wed Nov 05, 2025 6:28 pm The link seems to be broken...
may be on your end, the picture look like this : Qupc2cL.png
So, Akuji the Demon accidently created biters, huh?
by thelordodin
Wed Nov 05, 2025 6:28 pm
Forum: General discussion
Topic: Elves was planned In Factorio? Mistery behind...
Replies: 8
Views: 501

Re: Elves was planned In Factorio? Mistery behind...

Loewchen wrote: Wed Nov 05, 2025 6:13 pm It was a placeholder graphic taken from a different game: https://imgur.com/Qupc2cL
The link seems to be broken...
by thelordodin
Wed Nov 05, 2025 5:52 pm
Forum: General discussion
Topic: Elves was planned In Factorio? Mistery behind...
Replies: 8
Views: 501

Elves was planned In Factorio? Mistery behind...

If one click on admin's profile https://forums.factorio.com/memberlist.php?mode=viewprofile&u=2533
Then look under
Rank:Factorio Staff

You'll see this little image of Alien Artifact...
It was in (much) earlier version of the game (which I also played and liked).

But inside game, I never could ...
by thelordodin
Wed Nov 05, 2025 5:44 am
Forum: Ideas and Requests For Mods
Topic: Better blueprints idea - auto upgrade/downgrade
Replies: 3
Views: 339

Re: Better blueprints idea - auto upgrade/downgrade

I don't know for details (which is why I don't implement it myself), but there are mods that do trigger on blueprint placement.
Notable example is: https://mods.factorio.com/mod/belt-turner

I've tried to look into it... well... lots of code, but only one event:
script.on_event(defines.events.on_pre ...
by thelordodin
Wed Oct 29, 2025 6:50 am
Forum: Ideas and Requests For Mods
Topic: Technology Trigger instead of Science Pack - Idea for mod
Replies: 3
Views: 374

Re: Technology Trigger instead of Science Pack - Idea for mod

Nowdays it's quite easy to do with ChatGPT. Just ask him what you want to do and he makes all the code for you. It is very aware of Factorio API in most cases
by thelordodin
Sat Oct 25, 2025 5:03 am
Forum: Ideas and Requests For Mods
Topic: Better blueprints idea - auto upgrade/downgrade
Replies: 3
Views: 339

Better blueprints idea - auto upgrade/downgrade

Idea on an example:
1. You place some blueprint with fast inserters.
2. This logistic network doesn't have fast inserter, but it has simple yellow ones
3. A special notification asks you if you want to wait or downgrade now? You confirm...
4. The mod replaces fast inserters with yellow ones
5. And ...
by thelordodin
Sun Nov 10, 2024 8:30 am
Forum: Ideas and Requests For Mods
Topic: One time inserter
Replies: 1
Views: 561

One time inserter

Tier 1: A player could place a ghost of this inserter (or inserter itself), when he does a dialog looking like constant combinator appears.
In that dialog by default set signal "C"ount = 1

So then if this inserter moves an item it decreases the counter. When counter is zero the inserter is marked ...
by thelordodin
Thu Oct 31, 2024 7:25 am
Forum: Ideas and Suggestions
Topic: Crushsave - autosave just before crush & how to exactly reproduce mod bugs
Replies: 1
Views: 436

Crushsave - autosave just before crush & how to exactly reproduce mod bugs

Wouldn't that be great to have a save file just a few ticks before the game crushed because of mod error?

This seems counterintuitive... How could we "undo" last few ticks to restore all the game state to that point in time where the game was still be playable.

This might seem hard to implement ...
by thelordodin
Tue Aug 06, 2024 7:30 am
Forum: General discussion
Topic: Space Age general Questions
Replies: 164
Views: 73988

Re: Space Age general Questions

Preorder options? Do you need my money today?))
by thelordodin
Sat Aug 03, 2024 3:21 pm
Forum: General discussion
Topic: Space Age general Questions
Replies: 164
Views: 73988

Space Age expansion without Steam

Hi there!

I bought Factorio here on factorio.com site before it came to Steam. And not only for myself but for my kids too.
So... will I be able to buy the expansion here?
by thelordodin
Sun Dec 24, 2023 7:08 am
Forum: Ideas and Requests For Mods
Topic: [IDEA] Function combinator
Replies: 3
Views: 1256

Re: [IDEA] Function combinator

There are some mods doing this already. Some of good ones are hard to find, because you just don't expect it from mod's name.
Here you go:
https://mods.factorio.com/mod/compaktcircuit
https://mods.factorio.com/mod/integratedCircuitryFixed - what? lamps? I don't need lamps!!! - ha ha ha! But except ...
by thelordodin
Sun Dec 24, 2023 6:53 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 6511

Re: [REQUEST] Per-spawner evolution

By the way I also posted simmilar request a little earliear:
viewtopic.php?p=542142#p542142
by thelordodin
Sun Dec 24, 2023 6:52 am
Forum: Ideas and Requests For Mods
Topic: Geo evolution
Replies: 9
Views: 4791

Re: Geo evolution

Leaved big post on why should do it here: viewtopic.php?f=33&t=95574
by thelordodin
Sun Dec 24, 2023 6:45 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 6511

Re: [REQUEST] Per-spawner evolution


This much just sounds like evolution as a pure factor of distance?

Exactly.

I can explain why this approach is really good at least in some cases.
This will be much different gameplay.

Detailed explanation for "why?":

My kids are playing factorio and there are some common issues i want to ...
by thelordodin
Sat Dec 23, 2023 12:16 pm
Forum: Ideas and Requests For Mods
Topic: [REQUEST] Per-spawner evolution
Replies: 16
Views: 6511

Re: [REQUEST] Per-spawner evolution

Well... I don't know deeply how to implement it - i've never modded enemies, but I suppose that it will have almost no impact on performance.
- First create say 5 or 10 (setting) copies of each spawner type in game. Each spawner type will be for evo level (Lv1 - Lv5)
- Now each spawner can only ...
by thelordodin
Sat Dec 23, 2023 11:47 am
Forum: Gameplay Help
Topic: Min / Max Combinator circuit help
Replies: 20
Views: 32339

Re: Min / Max Combinator circuit help


i'm fine with mods, i tried without any mod of my own, i thought it wouldn't matter , then maybe it does, but now i definitely think there is a problem in the blueprint, i see the updated book and to me it's only one blueprint inside , in the second position , the filter made of 4 combinators with ...
by thelordodin
Sat Dec 23, 2023 9:41 am
Forum: Gameplay Help
Topic: Min / Max Combinator circuit help
Replies: 20
Views: 32339

Re: Min / Max Combinator circuit help


Are you using mods ? when i tried to import the blueprint it only import 4 combinators connected and 2 constant a little aside, and it's telling me "unknown signal note interface" or "unknown virtual signal name".

I wanted to see if there was some difference with the book i used, which is similar ...

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