Search found 97 matches

by ichVII
Sat Oct 05, 2019 11:46 am
Forum: Implemented Suggestions
Topic: Option to change the amount of maximum autosaves
Replies: 7
Views: 4429

Re: Option to change the amount of maximum autosaves

I tried using this in 0.17.69, but it doesnt work anymore. I set the value of autosave-slots to 100, but still only have three autosave-slots.
by ichVII
Mon Dec 18, 2017 9:32 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 391029

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

I know there are more pressing issues, like getting this to work on .16, but blueprint data is not copied using the duplicating chest. Is it possible to change this?
by ichVII
Sun Dec 17, 2017 11:46 pm
Forum: Ideas and Suggestions
Topic: give nuclear fuel a used% like science packs
Replies: 3
Views: 1036

Re: give nuclear fuel a used% like science packs

round 2:
@modrators: move this to ideas/requests for mods pls

I understand, why you choose not to have it in vanilla.
by ichVII
Sun Dec 17, 2017 7:33 pm
Forum: Ideas and Suggestions
Topic: give nuclear fuel a used% like science packs
Replies: 3
Views: 1036

give nuclear fuel a used% like science packs

As nuclear fuel takes really long to run out and might last longer then your car/tanl/train is placed it would be nice to not loose an entire fuel cell on removal.
One way to do this is:
turn nuclear fuel into an item with a % amount like repairpacks and science packs.
by ichVII
Thu Dec 14, 2017 12:45 am
Forum: Resolved Problems and Bugs
Topic: [Kovarex] [0.16.0] Sideloading works completely different now
Replies: 116
Views: 60084

Re: [16.0] Sideloading no longer compresses belt

This is a major change to how the game works. If it is intended by the devs, they should at least explictly tell this in the change log. If not, it should be considered a bug imo.
by ichVII
Sun Nov 12, 2017 11:51 pm
Forum: Ideas and Suggestions
Topic: ghost items
Replies: 1
Views: 1037

ghost items

TL;DR Make shift+q allow you to get a ghost of the item under your cursour in your hand. What ? make shift+q give the player a ghost of the item under your cursour to be put in your hand. This will then allow you to place ghost entities of that item on the map without needing to have this item in y...
by ichVII
Sat Sep 30, 2017 10:42 pm
Forum: Ideas and Suggestions
Topic: make all factorio versions accesiable to buyers
Replies: 11
Views: 3354

Re: make all factorio versions accesiable to buyers

The specific version i was asking for was 0.15.33, which you called a stable version for some time.
by ichVII
Fri Sep 29, 2017 7:14 pm
Forum: Ideas and Suggestions
Topic: make all factorio versions accesiable to buyers
Replies: 11
Views: 3354

make all factorio versions accesiable to buyers

TL;DR Enable everyone, who bought the game to doownload whatever Version of the game they want to, in order to enable replaying any old saves. What ? Enable everyone, who bought the game to doownload whatever Version of the game they want to. (0.15.01 to 0.15.34 and so on). Or at least do it for al...
by ichVII
Tue Aug 22, 2017 11:08 am
Forum: Ideas and Suggestions
Topic: rotate storage tanks on placement
Replies: 3
Views: 1884

Re: rotate storage tanks on placement

I am Aware, that sometimes you do not want them to rotate, but i think the times you want them to rotate are more.

Alternativley, you could make that an Option to choose for the Player in Settings, or sth like placing them while Holding a certain button pressed (R maybe)?
by ichVII
Sun Aug 20, 2017 5:06 pm
Forum: Ideas and Suggestions
Topic: rotate storage tanks on placement
Replies: 3
Views: 1884

rotate storage tanks on placement

TL;DR make tanks rotate every time you place one to allow run-placing them. What ? After you place a tank, the tank in your hand is rotated. Thus, if you run and keep your mouse button pressed, the tanks conncect to each other. Why ? Becouse i like placing stuff while running across and I guess so ...
by ichVII
Tue Aug 15, 2017 5:17 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [15.33] Replay freezes after reducing speed
Replies: 9
Views: 4937

Re: [0.15.33] replay crash

Hi,

There is no Crash file, as the game freezes and does not Crash. I should have written this in the first post. I edited the first post.

Ich VII
by ichVII
Tue Aug 15, 2017 3:50 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik] [15.33] Replay freezes after reducing speed
Replies: 9
Views: 4937

[Dominik] [15.33] Replay freezes after reducing speed

Hi,

Everytime I try to slow down my replay, by pressing on the "down arrows", the game freezes. The savegame this error occured with is below. It might happen with any save game, i have not tried any further. Speeding up the replay works without any issues.

Ich VII
by ichVII
Wed Jul 05, 2017 8:00 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 391029

Re: [MOD 0.15.13+] Creative Mode 0.3.7 - Old mystery solved!

I get a crash on load using your mod and a few others. The message displayed is:
Attempt to remote call outside of an event.
stack traceback:
__creative-mode__/control.lua:73: in main chunk

Looks like it is caused by creative mod on first view.
by ichVII
Mon Jul 03, 2017 7:04 am
Forum: Ideas and Requests For Mods
Topic: stack size combinator
Replies: 4
Views: 1992

Re: stack size combinator

Yes, I just found that topic, but it was a suggestion for the vanilla game, which seems unlikely to happen. My suggestion is to create a mod, that does this. That seems more likely to happen.
by ichVII
Sun Jul 02, 2017 8:03 pm
Forum: Ideas and Requests For Mods
Topic: stack size combinator
Replies: 4
Views: 1992

stack size combinator

I would like a mod, that adds a combinator, which outputs the stack size of each item, if it has the item signal as input. Example: input: 1 iron, 1 gear, 1 green circuit. output: 100 iron, 100 gears, 200 green circuits. I am currently working on a big project in factorio and need a few more feature...
by ichVII
Sun Jul 02, 2017 2:19 pm
Forum: Implemented mod requests
Topic: Simple property requests (something that exists but has no way to read/write it)
Replies: 139
Views: 43918

Re: Simple property requests (something that exists but has no way to read/write it)

LuaRecipe.allowed_modules Returns an array of all modules allowed on this recipe.
by ichVII
Wed Jun 28, 2017 6:48 am
Forum: Implemented in 2.0
Topic: make assembly machines wireable
Replies: 17
Views: 8969

Re: make assembly machines wireable

The problem with changing the signal over and over could be avoided by having two different wire attachment points. Fluids get deletet whenever you change a recipe by hand as well and yes, the remaining ressources in the machine are annoying to handle. An additional output inventory for the machine ...

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