Search found 460 matches

by Neemys
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: 2487

[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...
by Neemys
Thu Dec 17, 2020 7:26 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 66815

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.
by Neemys
Wed Nov 25, 2020 4:32 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 66815

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 ...
by Neemys
Sat Sep 19, 2020 1:48 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 66815

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....
by Neemys
Wed Feb 27, 2019 6:52 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 66815

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...
by Neemys
Sun Feb 24, 2019 9:58 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 66815

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 ...
by Neemys
Thu Jun 28, 2018 5:14 pm
Forum: General discussion
Topic: Closing the pollution No Spoon achievement loophole?
Replies: 10
Views: 8592

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...
by Neemys
Tue Jun 19, 2018 7:28 pm
Forum: General discussion
Topic: Closing the pollution No Spoon achievement loophole?
Replies: 10
Views: 8592

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.
by Neemys
Sat Jun 16, 2018 11:24 am
Forum: News
Topic: Friday Facts #247 - Pricing and its exploits
Replies: 141
Views: 60979

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...
by Neemys
Thu May 17, 2018 7:13 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.16.41]No underground belt overlay
Replies: 5
Views: 4316

Re: [Dominik][0.16.41]No underground belt overlay

Thanks for the explanation and the fix ;)
by Neemys
Mon May 07, 2018 7:04 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.16.41]No underground belt overlay
Replies: 5
Views: 4316

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...
by Neemys
Sun May 06, 2018 5:40 pm
Forum: Resolved Problems and Bugs
Topic: [Dominik][0.16.41]No underground belt overlay
Replies: 5
Views: 4316

[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...
by Neemys
Fri Mar 30, 2018 7:20 pm
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 7160

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...
by Neemys
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: 132459

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...
by Neemys
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: 132459

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...
by Neemys
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: 132459

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.
by Neemys
Sat Mar 17, 2018 11:19 am
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 7160

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...
by Neemys
Fri Mar 16, 2018 10:19 pm
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 7160

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...
by Neemys
Fri Mar 16, 2018 7:26 pm
Forum: Gameplay Help
Topic: [0.16.30] Feeding from inserter make gap
Replies: 18
Views: 7160

Re: [0.16.30] Feeding from inserter make gap

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.
They won't see my bug report on the issue they move it to "won't fix"

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