Here is my mod:
https://mods.factorio.com/mod/CJs_QoL_Research_Ver1
I will look through game files to see if I can implement this. It will come in version 0.4.0, I will let you know if anything changes!
Search found 130 matches
- Fri Jan 11, 2019 3:24 pm
- Forum: Balancing
- Topic: More bonuses to rocket launcher research
- Replies: 3
- Views: 2012
- Fri Jan 11, 2019 3:23 pm
- Forum: Balancing
- Topic: More bonuses to rocket launcher research
- Replies: 3
- Views: 2012
Re: More bonuses to rocket launcher research
Sounds like a good idea! I currently have a QoL research mod with lots of helpful things like this, I will bookmark this page and see if I can implement the idea.
- Fri Jan 11, 2019 3:21 pm
- Forum: Mods
- Topic: [MOD 1.1] LongerBurnerPhase
- Replies: 7
- Views: 4941
Re: [MOD 0.16] LongerBurnerPhase
Pretty nice! I like how it takes obsolete things from the beginning of the game and can implement them late game, brings new ways to use old materials and a bit of nostalgia.
- Fri Jan 11, 2019 3:20 pm
- Forum: Technical Help
- Topic: New mods not working on a save
- Replies: 1
- Views: 656
Re: New mods not working on a save
Are they compatible with the mods currently in the save? They might also not have migrations if you took them off and put them back on again if they add new entities.
- Fri Jan 11, 2019 3:19 pm
- Forum: Ideas and Suggestions
- Topic: Bot Balance Idea - Beacon Interference
- Replies: 1
- Views: 632
Re: Bot Balance Idea - Beacon Interference
It's a good start, but I don't think I would like seeing that in the game, and here is why: Bots take the shortest distance between two points when going to a chest. If there were to be a beacon in the way, the bots would immediately be destroyed, causing you to have to be on the side with the bots ...
- Fri Jan 11, 2019 3:16 pm
- Forum: Questions, reviews and ratings
- Topic: Hiding flying
- Replies: 2
- Views: 1695
Re: Hiding flying
You are trying to make the robots slightly transparent? Not sure how to make that but you could probably make a mod that edits the sprite type or makes it transparent.
- Fri Jan 11, 2019 3:13 pm
- Forum: PyMods
- Topic: mod and productivity
- Replies: 7
- Views: 2733
Re: mod and productivity
Oh, in that case, think about what areas you think take too long or need productivity, then enable the ability to give it to them.
- Fri Jan 11, 2019 12:13 pm
- Forum: PyMods
- Topic: mod and productivity
- Replies: 7
- Views: 2733
Re: mod and productivity
By "productivity" you mean more steps or prototypes for certain processes? Just go by what the end process is, and make whatever additions seem necessary or realistic for your mod. Like, if you were making more steps to get to sulfuric acid, you might do some quick research on how scientis...
- Thu Jan 10, 2019 11:31 pm
- Forum: Maps and Scenarios
- Topic: Jail Break scenario
- Replies: 4
- Views: 5794
Re: Jail Break scenario
Cool, thanks.FerrariMAF wrote: ↑Thu Jan 10, 2019 10:13 pmHi
I have made a mod with this. It is much better now (PVP / PVE options, random maps, EN locale)
Please try it: https://mods.factorio.com/mod/JailBreak
- Thu Jan 10, 2019 11:27 pm
- Forum: Duplicates
- Topic: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines
- Replies: 5
- Views: 1988
Re: [0.16.51] Inserters do not remove burnt fuel from burner assembling machines
Not sure if this will work, but did you try using a filter inserter set to only pick up used uranium fuel cells? This may work.
- Thu Jan 10, 2019 5:13 pm
- Forum: Ideas and Suggestions
- Topic: my ideas and suggestion for next update
- Replies: 3
- Views: 1274
Re: my ideas and suggestion for next update
1. I believe there are updates planned for the mod UI in the future.
2. That would be nice, but you could always blueprint the individual item in a temporary blueprint and place it down.
2. That would be nice, but you could always blueprint the individual item in a temporary blueprint and place it down.
- Thu Jan 10, 2019 5:10 pm
- Forum: Ideas and Requests For Mods
- Topic: Construction Site Delay
- Replies: 2
- Views: 1105
Re: Construction Site Delay
You have to craft them in your inventory first. You could always blueprint it and automate the construction with robots, but the point right now is to craft before placing.
- Thu Jan 10, 2019 5:08 pm
- Forum: Maps and Scenarios
- Topic: Factorio Abandoned Colony/Cities (WIP and really large map)
- Replies: 75
- Views: 63554
Re: Factorio Abandoned Colony/Cities (WIP and really large map)
That looks amazing. Now I want to go on the map editor and make my own megafactory for play.
- Thu Jan 10, 2019 5:07 pm
- Forum: Ideas and Suggestions
- Topic: Scarecrows that function as landmarks and also to deter biters
- Replies: 2
- Views: 969
Re: Scarecrows that function as landmarks and also to deter biters
You could always mod it.
Also, you can click on the icon to take you to the part of the map of the most recent alert.
Also, you can click on the icon to take you to the part of the map of the most recent alert.
- Thu Jan 10, 2019 5:04 pm
- Forum: Implemented Suggestions
- Topic: There are no trains
- Replies: 9
- Views: 4065
Re: There are no trains
That's kinda funny, never really noticed that before.
- Thu Jan 10, 2019 4:28 pm
- Forum: Ideas and Suggestions
- Topic: Stacksize in tooltip
- Replies: 15
- Views: 3667
Re: Show Stack Size on tooltip, more relevant than max health in all but walls and vehicles
I would agree, that would be a nice feature, especially so I can sort things out in my inventory and know how much I can have.
- Thu Jan 10, 2019 4:16 pm
- Forum: Maps and Scenarios
- Topic: Jail Break scenario
- Replies: 4
- Views: 5794
Re: Jail Break scenario
Now, the only thing I would suggest is an english translation, or is there one already that I am missing?
- Thu Jan 10, 2019 4:05 pm
- Forum: Maps and Scenarios
- Topic: Jail Break scenario
- Replies: 4
- Views: 5794
Re: Jail Break scenario
Sounds pretty cool of a scenario. Gonna check out the mod, play around with a few things.
- Thu Jan 10, 2019 2:53 pm
- Forum: Modding interface requests
- Topic: A way to disable player controls for a train (or any vehicle for that matter)
- Replies: 2
- Views: 902
Re: A way to disable player controls for a train (or any vehicle for that matter)
That would be a good control. I guess now you just have to trust your teammates. Maybe you could ask for a mod to be developed, or learn a bit of Lua and make one yourself!
- Thu Jan 10, 2019 2:50 pm
- Forum: Minor issues
- Topic: Mines don't trigger biters
- Replies: 1
- Views: 1323
Re: Mines don't trigger biters
That is because you are technically indirectly killing the biters. It is not an active attack, like a turret or gun is, because the biters have to trigger the mines themselves.