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@dewiniaid
Created November 29, 2017 08:30
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Factorio mod idea

Mod Concept

Adds four new keybindings:

  • Next Item: default Y
  • Next Tier/Group: default shift-Y
  • Previous Item: unbound
  • Previous Tier/Group: unbound

These keybinds look at the item 'in hand' and swap it out for another suitable item, if one exists in your inventory.

These need better names. Suggestions welcome!

Also, add API support for other mods to extend the default items/groups.

'Tier' vs. 'Group'

In the below lists, a tier of items implies that the items are equivalent in functionality to items on a different tier, items listed on a tier, but are better/worse in some way. For instance, transport belts and fast transport belts are different tiers of the same items.

A group of items implies different related sets of items that don't share functionality. For instance, wires and combinators are in separate groups.

Generally, going to the next tier will select the appropriate matching item based on what's currently in the cursor; going to the next group selects whatever item was in the cursor last time you visited the group.

Related Items/Item Groups:

Transport Belts

Items cycle between the current tier's belt, splitter and underground.

Groups cycle between the three belt speeds.

Item/Tier Normal Fast Express
Belt Transport Belt Fast Transport Belt Express Transport Belt
Splitter Splitter Fast Splitter Express Splitter
Underground Underground Belt Fast Underground Belt Express Underground Belt

Liquids

Group 1: Cycle between Pipe and Pipe to ground.

Group 2: Cycle between Offshore Pump, Pump, and Storage Tank.

Position within each group is remembered. (e.g. changing from group 2 to group 1 while a pump is selected will mean that a pump will be selected when changing back to group 1.)

Circuit Network

Group 1 (Wiring): Cycle between Red, Green, and Copper Wire

Group 2 (Combinators): Cycle between Constant Combinator, arithmetic combinator, decider combinator, lamp, power switch, and speaker

Alternatively, include all the non-combinators in group 2 as a third group.

Position within each group is remembered.

Storage

Group 1 (Basic): Cycle between wooden, iron, and steel chests

Group 2 (Logistics): Cycle between requester, passive/active provider, and storage chests.

Rail

Group 1: Rail, Train Stop

Group 2: Rail signal, rail chain signal

Position within each group is remembered.

Trains

Cycles between locomotive, cargo wagon, and fluid wagon

Inserters

Tier 1: Burner Inserter, Inserter, Long-Handled Inserter. (remember that items not in your inventory are skipped, so the burner inserter is unlikely to matter here)

Tier 2: Fast Inserter, Filter Inserter

Tier 3: Stack Inserter, Stack Filter Inserter

Position within Tier 1 is remembered. Tier 2 and tier 3 map across (e.g. filter inserter <-> stack filter inserter and so on)

Power Production

Group 1: Boiler, Steam Engine

Group 2: Solar panel, Accumulator

Group 3: Nuclear reactor, Turbine

Blueprints

Group 1: All blueprints in your inventory.

Group 2: All blueprint books in your inventory.

Group 3: All deconstruction planners in your inventory.

... repeat for other similar items (e.g. those added by other mods)

Others

  • Modules (using their natural tiering)
  • Assemblers
  • Furnaces
  • Power poles/substations
  • Tiles (Bricks, concrete, hazard concrete, landfill)
  • Miners (burner vs. electric), mainly for mod support for additional miner tiers
  • Suggestions welcome!
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