Search found 460 matches

by Neemys
Fri May 05, 2017 2:13 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58474

Re: [0.14][0.15] Building Platform v1.0.7 (experimental v1.1.7)

Beware, last experimental (0.15.7) reset mod config, Redo your config before loading !
by Neemys
Thu May 04, 2017 10:56 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58474

Re: [0.14][0.15] Building Platform v1.0.7 (experimental v1.1.7)

[Redacted, false alarm]
by Neemys
Tue May 02, 2017 11:59 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 121459

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Just a thought : Regarding space science, as mod can change what player can obtain when launching a specific item. Why not, make 2-3 item to craft to obtain some material by launching them with rockets. Those materials could be used to craft the space science pack. So player will need to take care w...
by Neemys
Tue May 02, 2017 5:45 pm
Forum: Gameplay Help
Topic: Difference in Recipe/Technology Difficulty?
Replies: 21
Views: 23306

Re: Difference in Recipe/Technology Difficulty?

What about a way to put a value less than 1 in the Technology price multiplier? I'd like a more casual game with faster technology instead of sitting for 10 min waiting on basic techs to get researched. Have you tried it? I have not, but it's possible that: /c game.difficulty_settings.technology_pr...
by Neemys
Mon May 01, 2017 7:33 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58474

Re: [0.14][0.15] Building Platform v1.0.7 (experimental v1.1.7)

Dreadicon wrote:Thanks for the update, and for adding Factorissimo2 compatibility! Playing with both mods now and is quite fun :) Now I just need KS Power and Angel's to update and my mod insanity will be complete.
You"re welcome, happy to know people have fun with my mod ;)
by Neemys
Sun Apr 30, 2017 4:25 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58474

Re: [0.14][0.15] Building Platform v1.0.7 (experimental v1.1.7)

New release : 30-04-2017 - 1.0.7 (for 0.14) (commit 55abdb22c9) : Added full French localization. I will maintain this one personally alongside the english one. Placement of entity with collision_mask not set will no longer crash the game ( #2 ) Added possibility to set aliases for a particlar platf...
by Neemys
Sat Apr 29, 2017 7:42 pm
Forum: Releases
Topic: Version 0.15.4
Replies: 31
Views: 20389

Re: Version 0.15.4

FactorioBot wrote: Fixed several instances of the "laser user" field not getting updated. (45485)
Nice one, I haven't understand the first time I read it, then spot the typo.

Thank you for this update and the work you do to fix bugs.
by Neemys
Sat Apr 29, 2017 1:09 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58474

Re: [0.14][0.15] Building Platform v1.0.6 (experimental v1.1.6)

If I understand correctly, you want to have factorissimo building act as platform so building inside them is possible for all blocked building ? It is possible to add a set of tile that accept building so it won't be difficult. It should make it for the next release soon. It seem logical to accept ...
by Neemys
Fri Apr 28, 2017 11:35 am
Forum: General discussion
Topic: I am loving marathon mode in 0.15
Replies: 10
Views: 6006

Re: I am loving marathon mode in 0.15

Some people here seem to misunderstand something : In Recipe/technology part of the map generator : - Recipe difficulty only change those recipes , it have nothing to do directly in research. - Technology difficulty : Is intended to have a different technology tree and harder research (more research...
by Neemys
Fri Apr 28, 2017 11:15 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58474

Re: [0.14][0.15] Building Platform v1.0.6 (experimental v1.1.6)

So, You're likely super busy still updating for (and of course playing) Factorio 0.15, but I wanted to request a compatability update so that it works with the Factorissimo2 mod. Looking briefly at your code, You could either add 'hidden' platform tiles to the layers he uses for factory buildings, ...
by Neemys
Thu Apr 27, 2017 12:12 pm
Forum: Gameplay Help
Topic: Difference in Recipe/Technology Difficulty?
Replies: 21
Views: 23306

Re: Difference in Recipe/Technology Difficulty?

Quick question: Can i edit an existing save game with normal recepies to expensive recepies? Want to go for a marathon run :) The followings command disable achievement, if you want them not to disable achievement use a mod to execute them (but you lose steam achievement anyway). Yes you can, write...
by Neemys
Wed Apr 26, 2017 9:56 pm
Forum: Gameplay Help
Topic: Difference in Recipe/Technology Difficulty?
Replies: 21
Views: 23306

Re: Difference in Recipe/Technology Difficulty?

Here all recipe change I was able to find looking at the game file : Express transport belt : 10 -> 20 gear Assembling machine 2 : 9->20 iron plate, 3 -> 5 electronic circuit, 5->10 gear Tank : 32 -> 64 engine unit, 50 -> 100 steel plate, 15->30 gear, 10->20 advanced circuit Advanced circuit : 2->4 ...
by Neemys
Wed Apr 26, 2017 7:00 pm
Forum: Gameplay Help
Topic: Difference in Recipe/Technology Difficulty?
Replies: 21
Views: 23306

Re: Difference in Recipe/Technology Difficulty?

Haven't found anything, it's maybe a setting for mods so they can change their own recipe if they detect you want harder technologies, or even add more technologies.
by Neemys
Tue Apr 25, 2017 11:53 pm
Forum: Gameplay Help
Topic: Difference in Recipe/Technology Difficulty?
Replies: 21
Views: 23306

Re: Difference in Recipe/Technology Difficulty?

Thanks, Looks like the circuits and steel increased. Most other stuff is the same, and still don't see any difference in Science, but thanks for pointing out the recipe. Steel 5->10 Iron Electronic Circuit 1->2 Iron 3->10 Copper Wire Advanced Circuit 2->4 plastic 4->8 Copper Wire Processing Unit 5-...
by Neemys
Tue Apr 25, 2017 4:49 pm
Forum: General discussion
Topic: New biome implementation
Replies: 1
Views: 940

Re: New biome implementation

1) If dev follow the way they do before, new terrain will only appear on new discovered chunk, no existing one. It will also not follow old biome, so they will be ugly separation between old chunk and new ones.
by Neemys
Tue Apr 25, 2017 4:42 pm
Forum: Gameplay Help
Topic: Difference in Recipe/Technology Difficulty?
Replies: 21
Views: 23306

Re: Difference in Recipe/Technology Difficulty?

Expensive recipe change recipe like electronic circuit that require 10 copper cable instead of 3. So 5 assembling machine of copper cable per assembling machine of circuit, they are surely other recipe changed, but I haven't gone far.
by Neemys
Tue Apr 25, 2017 4:40 pm
Forum: General discussion
Topic: 0.15 boiler ratio?
Replies: 30
Views: 88956

Re: 0.15 boiler ratio?

dougtheduck wrote:like before 0.15 everyone was doing solar spam etc... =P
you've seen everyone base ? There are a lot of people that don't use solar. And the new nuclear can't be used efficiently only by itself.
by Neemys
Tue Apr 25, 2017 2:28 pm
Forum: General discussion
Topic: Uranium enrichment is weird
Replies: 20
Views: 7837

Re: Uranium enrichment is weird

What if people just wanted 1 craft and take all result elsewhere ? By making the step with inserter, people are free to put back in everything or part of it as they like. If you want to do one enrichment cycle, you can as well track it by yourself. Even if you miss it, all you lose is a few lumps o...
by Neemys
Tue Apr 25, 2017 1:04 pm
Forum: Translations
Topic: French translation typo
Replies: 1
Views: 1692

French translation typo

Hi, I was looking at the French localization file and notice a little typo :

The entry "tile-filter-mode" is translated to "Mode de filtre des slos" it should be "Mode de filtre des sols".
by Neemys
Mon Apr 24, 2017 11:31 pm
Forum: General discussion
Topic: Uranium enrichment is weird
Replies: 20
Views: 7837

Re: Uranium enrichment is weird

Currently, you have to grab the output items grom the centrifuge and then put them back in. I think the products should be put back into ingredients slot, unless there is enough there to start a new enrichment cycle. In that case, the remainder is left in the output slot. What if people just wanted...

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