Page 1 of 2

Ideas and suggestions

Posted: Sun Jun 21, 2015 10:08 pm
by McGuten
Image

== 5dim's mod ==

You can post here ideas and suggestions for discusion
Ready for implementation
Not implemented

Re: Ideas and suggestions

Posted: Wed Jul 01, 2015 8:32 pm
by HenryFrood
I think you could simplify the names a bit to make them easier to read.

You have three inserter lengths: "basic long", "long" and "extreme long".
"Basic long" should become the default (=empty string) and the longest "extra long". ("Extremely long" is also grammatical.)
Same goes for speed, let the first speed be the default.

"Close" sounds a bit strange, too. The opposite of "far" is usualy "near", but that is nitpicking.

However "fluid tank to ground" sounds really weird. (just as as the original game's pipes). "Underground fluid tank" would be a better choice.

Re: Ideas and suggestions

Posted: Thu Jul 02, 2015 11:28 am
by McGuten
HenryFrood wrote:I think you could simplify the names a bit to make them easier to read.

You have three inserter lengths: "basic long", "long" and "extreme long".
"Basic long" should become the default (=empty string) and the longest "extra long". ("Extremely long" is also grammatical.)
Same goes for speed, let the first speed be the default.

"Close" sounds a bit strange, too. The opposite of "far" is usualy "near", but that is nitpicking.

However "fluid tank to ground" sounds really weird. (just as as the original game's pipes). "Underground fluid tank" would be a better choice.
Tanks you, i will fix on next release ^^

Re: Ideas and suggestions

Posted: Tue Aug 04, 2015 8:17 pm
by Darloth
Purely opinion, but your increased inventory size in core is TOO big of an increase.

For vanilla factorio, the default size is fine.

With increased stack sizes, the vanilla size lets you carry loads.

With mods that add new items, perhaps a bit more is good, yes... but you've got it three times the size of default, it's not easily modifiable after game start (is it? could be wrong here) and more to the point - it's in a core dependency that I HAVE to install if I want to use your other mods. I can see why you want it here, but that means it's not optional.

I know I can change it by editing the file, and I do, but I have to do this for every version you release. Still, if you really want it that big I don't have a good argument why not - just thought you'd like some feedback that it's surprising and not everyone wants loads of room :)

Re: Ideas and suggestions

Posted: Tue Aug 04, 2015 8:25 pm
by McGuten
Darloth wrote:Purely opinion, but your increased inventory size in core is TOO big of an increase.

For vanilla factorio, the default size is fine.

With increased stack sizes, the vanilla size lets you carry loads.

With mods that add new items, perhaps a bit more is good, yes... but you've got it three times the size of default, it's not easily modifiable after game start (is it? could be wrong here) and more to the point - it's in a core dependency that I HAVE to install if I want to use your other mods. I can see why you want it here, but that means it's not optional.

I know I can change it by editing the file, and I do, but I have to do this for every version you release. Still, if you really want it that big I don't have a good argument why not - just thought you'd like some feedback that it's surprising and not everyone wants loads of room :)
I decrease inventory size in next release, for my also is too big (i think is for new version of factorio) but i do it ^^

Re: Ideas and suggestions

Posted: Mon Aug 10, 2015 11:56 pm
by MasterBuilder
I'm here mostly for the trains. I'm also editing data.lua and removing the "require("prototypes.changes")" line. I love the additions but I don't like changing the default stack/inventory size.

Re: Ideas and suggestions

Posted: Fri Aug 14, 2015 10:39 pm
by XxNeeD4BlooDxX
wouldnt it be possible to make a research (or multiple) to increase the inventory size? Like the logistics space on ur inventory, or the trash space on the newer Factorio Versions 0.12.x! At least ppl can play the way they want and increase their inventory as needed, like 10/20 extra slots per research

Been loving trains in factorio for a long time as well, even more so with ur trains module!! would it be possible to add some way to make the train leave a station when wagons are full/emply instead of just waiting time, or (can be negleted but) go refuel themselves at refuel stations (if someone has them) when needed?

90º inserters for extreme speed inserters!!

for now, thats all, might come back for more suggestions if i get any ideas

Over'N'Out

Re: Ideas and suggestions

Posted: Sat Aug 15, 2015 4:14 pm
by McGuten
MasterBuilder wrote:I'm here mostly for the trains. I'm also editing data.lua and removing the "require("prototypes.changes")" line. I love the additions but I don't like changing the default stack/inventory size.
Okey, you are free for do it ^^
XxNeeD4BlooDxX wrote:wouldnt it be possible to make a research (or multiple) to increase the inventory size? Like the logistics space on ur inventory, or the trash space on the newer Factorio Versions 0.12.x! At least ppl can play the way they want and increase their inventory as needed, like 10/20 extra slots per research

Been loving trains in factorio for a long time as well, even more so with ur trains module!! would it be possible to add some way to make the train leave a station when wagons are full/emply instead of just waiting time, or (can be negleted but) go refuel themselves at refuel stations (if someone has them) when needed?

90º inserters for extreme speed inserters!!

for now, thats all, might come back for more suggestions if i get any ideas

Over'N'Out
We are think about make a "player" module, just for it.
Maybe we could improve things for player (speed crafting, speed walking...)

Re: Ideas and suggestions

Posted: Mon Aug 24, 2015 3:00 am
by sadris
Nice mods! Really like the train module.

It would be nice if there was a config.lua to disable certain parts of the modules. i.e.: I want to use DyTech assembly machines, but your inserters and belts.

Re: Ideas and suggestions

Posted: Mon Aug 24, 2015 3:28 pm
by McGuten
sadris wrote:Nice mods! Really like the train module.

It would be nice if there was a config.lua to disable certain parts of the modules. i.e.: I want to use DyTech assembly machines, but your inserters and belts.
You can do it in "data.lua" comment lines of you dont need (you can comment usage -- before lane, IE: --require(prototypes.xxxxxxxxx.lua)

Re: Ideas and suggestions

Posted: Wed Sep 16, 2015 12:16 am
by AlexTheNotsogreat
I think it would be cool to add in a few new ores to the mod. Not like 10 like in Bob's mods or DyTech, but adding in a couple more would be nice, since making an entire factory out of Iron/copper products seems a bit odd to me.

Also, trying to make the Circuits have more detailed textures than the three cables and colored plate.

That's it for me, and I LOVE the work in this mod, with the epic textures, tech, and content in general

Re: Ideas and suggestions

Posted: Wed Sep 16, 2015 12:41 pm
by McGuten
AlexTheNotsogreat wrote:I think it would be cool to add in a few new ores to the mod. Not like 10 like in Bob's mods or DyTech, but adding in a couple more would be nice, since making an entire factory out of Iron/copper products seems a bit odd to me.

Also, trying to make the Circuits have more detailed textures than the three cables and colored plate.

That's it for me, and I LOVE the work in this mod, with the epic textures, tech, and content in general
Yeah, we will work on it soon ^^

And we are so happy when someone tell us something about work in the mod, thanks you

Re: Ideas and suggestions

Posted: Wed Sep 16, 2015 8:36 pm
by AlexTheNotsogreat
McGuten wrote: Yeah, we will work on it soon ^^

And we are so happy when someone tell us something about work in the mod, thanks you
Yea, the unique textures on the refineries, assemblers, and everything is why I like these mods over Bobs'/DyTech modpacks. And it's nice to know you'll be working on that!

Re: Ideas and suggestions

Posted: Fri Nov 20, 2015 5:53 pm
by HellNeko
I like the trains and cargo wagons form this mod but one thing that gets me is that it overwrite the stock diesel engine and cargo wagon skins with a noticeable gap in the skin image where they should be coupled/connected. would it be possible to make the steam engine and new cargo wagon it on item and have redone connection point to look better or the skin redone to fix the gap look between train cars/engines and a tender for the steam engine would be nice to have because it look weird with just the steam engine and no sign of where the water and coal is stored on the engine its self when you have the steam engine skin. the tender can have a small inventory to store extra coal or you can try to make it functional to pull coal form it to power the engine and maybe add where you need water/water barrel. that why there is then 3 engines steam, diesel, and electric.

http://imgur.com/FMpuTct
http://imgur.com/HEPovpD

Re: Ideas and suggestions

Posted: Wed Nov 25, 2015 4:58 pm
by safan
i was trying out the vehicle part, and the truck was not what i expected:

For the truck i'd like a much bigger storage (like 3x tank), very slow on soil but pretty decent on beton floor. I planned to use the truck for not much needed ores in bob's, that don't need the train capacity.

I would set up a mining outpost, lay a road towards it, and once every few hours i would drive to and back to the main base.

Re: Ideas and suggestions

Posted: Thu Nov 26, 2015 2:26 pm
by McGuten
safan wrote:i was trying out the vehicle part, and the truck was not what i expected:

For the truck i'd like a much bigger storage (like 3x tank), very slow on soil but pretty decent on beton floor. I planned to use the truck for not much needed ores in bob's, that don't need the train capacity.

I would set up a mining outpost, lay a road towards it, and once every few hours i would drive to and back to the main base.

Well, i think it is a good change, in next release for vehicles ^^

Re: Ideas and suggestions

Posted: Sat Feb 20, 2016 11:39 am
by Ringkeeper
may i suggest a tanker for the train pack? I know there is already such mod, but a) it does not get developed further and has some bugs b) doesn't fit graficaly to your cargo trains.

Re: Ideas and suggestions

Posted: Sat Feb 20, 2016 9:47 pm
by McGuten
Ringkeeper wrote:may i suggest a tanker for the train pack? I know there is already such mod, but a) it does not get developed further and has some bugs b) doesn't fit graficaly to your cargo trains.

For the next factorio's version they will change trains system, we will wait for 0.13 for continue writing more code on trains module

Re: Ideas and suggestions

Posted: Sun Mar 06, 2016 1:19 am
by EmperorZelos
A suggestion is to have it work with smart-trains where you have carts for trains that can both request and have bots take out of it. So you can set one station where everything is being expelled that it is currently carrying and once it's empty it switches over to requesting what it is supposed to request.

Re: Ideas and suggestions

Posted: Sun Mar 06, 2016 5:44 am
by EmperorZelos
Also smart splitters or the likes, where one way is an input and hten you have 3 directions that you can split items into