Search found 460 matches
- Sun Mar 21, 2021 1:08 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.1.26] Train stop non greyed out if active on other surface
- Replies: 2
- Views: 2916
- Wed Mar 10, 2021 9:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [boskid] [1.1.26] Train stop non greyed out if active on other surface
- Replies: 2
- Views: 2916
[boskid] [1.1.26] Train stop non greyed out if active on other surface
Hello I'm playing a modded (space exploration) game and noticed that the schedule for train doesn't grey out a stop that is deactivated on the train surface, but is activated on another surface. Simplified explanation : I have 2 surface, "Nauvis" and "orbit" Nauvis : 2 train stop...
- Thu Dec 17, 2020 7:26 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75635
Re: [1.0][1.1] Building Platform v1.2
17-12-2020 - 1.2.2 (for 1.0) and 1.3.0 (for 1.1) (no commit) :
- Fix that platforms weren't craftable even with config activated.
- Wed Nov 25, 2020 4:32 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75635
Re: [1.0][1.1] Building Platform v1.2
Version 1.1 is in beta stage, mod updated as it need to be (they changed some layer name and open new one) 25-11-2020 - 1.2.1 (for 1.1) ( no commit ) : Make change to be compatible with factorio 1.1(.1 and hopefully later minor release) API to add custom platforms now limted to 10 platforms instead ...
- Sat Sep 19, 2020 1:48 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75635
Re: [0.14][0.15][0.16][0.17] Building Platform v1.1.12
1.0.0 version is up I made a workaround for the platform generation problem by using vanilla resource generation and a dummy resource that is replace by tile at runtime. It may not be optimized but it works. 19-09-2020 - 1.2.0 (for 1.0.0) ( no commit ) : Make change to be compatible with factorio 1....
- Wed Feb 27, 2019 6:52 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75635
Re: [0.14][0.15][0.16][0.17] Building Platform v1.1.12
0.17 version is up ! 27-02-2019 - 1.1.12 (for 0.17) ( no commit ) : Make necessary change for Factorio 0.17, map generation is weird, the autoplace will need major rewrite. Using this version with existing old save will make new chunk have next to none platform or way too many. Regarding the generat...
- Sun Feb 24, 2019 9:58 am
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 75635
Re: [0.14][0.15][0.16] Building Platform v1.1.11
Just a post to let you know that I intend to make the mod compatible with 0.17. Depending on when Factorio release, it will be either early this week or only this weekend. Sorry for the lack of update but reallife take all my time away and I haven't been able to do any coding or moding since a long ...
- Thu Jun 28, 2018 5:14 pm
- Forum: General discussion
- Topic: Closing the pollution No Spoon achievement loophole?
- Replies: 10
- Views: 9686
Re: Closing the pollution No Spoon achievement loophole?
as they have already mentioned several times, there is no reason at all to try and protect achievements as the game is easily modded so that you can accomplish them with no difficulty at all. IIRC you don't get any Steam achievements in a modded game. (The game still tracks the achievements locally...
- Tue Jun 19, 2018 7:28 pm
- Forum: General discussion
- Topic: Closing the pollution No Spoon achievement loophole?
- Replies: 10
- Views: 9686
Re: Closing the pollution No Spoon achievement loophole?
Setting a very big starting area with the combination of tree around me have made a no attack 5 hours game too, so the pollution problem isn't the only one loophole. There is so many way too abuse that I don't think it's really necessary to fix all, there will still be other ways.
- Sat Jun 16, 2018 11:24 am
- Forum: News
- Topic: Friday Facts #247 - Pricing and its exploits
- Replies: 140
- Views: 69901
Re: Friday Facts #247 - Pricing and its exploits
I don't understand the GOG thing. They were selling your game cheap, so someone bought a bunch of keys and re-sold them at $20 or something right? I can understand the ethical issues with that, but why were the keys not working? They were legitimately purchased from GOG right? Satisfactory is not p...
- Thu May 17, 2018 7:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.16.41]No underground belt overlay
- Replies: 5
- Views: 4824
Re: [Dominik][0.16.41]No underground belt overlay
Thanks for the explanation and the fix
- Mon May 07, 2018 7:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.16.41]No underground belt overlay
- Replies: 5
- Views: 4824
Re: [0.16.41]No underground belt overlay
This does not look right. The belt on cursor should be red as you can't replace when it has orthogonal direction. So since you can't build it, it is correct that there are no marks between the belts, but I don't see how the held belt is green... Any mods that could cause that? But I will test it so...
- Sun May 06, 2018 5:40 pm
- Forum: Resolved Problems and Bugs
- Topic: [Dominik][0.16.41]No underground belt overlay
- Replies: 5
- Views: 4824
[Dominik][0.16.41]No underground belt overlay
When having an underground belt in hand and trying to see the overlay when one underground has already being placed, the overlay does not appear if there is an underground belt under the cursor. bug overlay.jpg Expected behavior : An overlay should appear between the placed underground belt facing b...
- Fri Mar 30, 2018 7:20 pm
- Forum: Gameplay Help
- Topic: [0.16.30] Feeding from inserter make gap
- Replies: 18
- Views: 8177
Re: [0.16.30] Feeding from inserter make gap
Arent these gaps neglectible? I mean i didnt see em until reading 10 times, that there is a few pixels difference in belt density. Many things in factorio dont work 100%. Fluid doesnt . Power plants dont. Whole factories dont. Also a single miner isnt 100% active. And so a belt transporting 99,9% o...
- Tue Mar 20, 2018 6:37 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 145112
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I edited SCT to change the third lab recipe only if the config insert overhaul is checked in bobs logistic config. I replace the fast filter inserter by red filter inserter. So only those that use overhaul will have the recipe changed. I took mexmer 0.16 version as a base. I took the liberty to edi...
- Mon Mar 19, 2018 7:05 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 145112
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
I edited SCT to change the third lab recipe only if the config insert overhaul is checked in bobs logistic config. I replace the fast filter inserter by red filter inserter. So only those that use overhaul will have the recipe changed. I took mexmer 0.16 version as a base. I took the liberty to edit...
- Sun Mar 18, 2018 8:22 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 145112
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Fortunately, I have time, I will take a look into it tomorow unless someone else do it before.
- Sat Mar 17, 2018 11:19 am
- Forum: Gameplay Help
- Topic: [0.16.30] Feeding from inserter make gap
- Replies: 18
- Views: 8177
Re: [0.16.30] Feeding from inserter make gap
Spend some time to make my unloader using the modified 4x4 balancer. Should works great but depending on input arrival order, gap will appear making it unusable in my case because they could be short time with no material in input. Solution found is making the two central belt having priority. No pr...
- Fri Mar 16, 2018 10:19 pm
- Forum: Gameplay Help
- Topic: [0.16.30] Feeding from inserter make gap
- Replies: 18
- Views: 8177
Re: [0.16.30] Feeding from inserter make gap
Playing a bit tonight trying to find a better solution than using combinator. Found two working solution a modified 4x4 balancer or using a 6x4 balancer without using one output belt. solution 2.jpg One downside, the footprint is a bit bigger (and more belt = less ups). Will try to reduce the footpr...
- Fri Mar 16, 2018 7:26 pm
- Forum: Gameplay Help
- Topic: [0.16.30] Feeding from inserter make gap
- Replies: 18
- Views: 8177
Re: [0.16.30] Feeding from inserter make gap
They won't see my bug report on the issue they move it to "won't fix"namek wrote:That's why I stopped playing 0.15, seems it's getting only worse. Total immersion killer. Won't play this game until they fix it.