Search found 460 matches
- 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 !
- 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]
- 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...
- 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...
- 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)
You"re welcome, happy to know people have fun with my modDreadicon wrote:Thanks for the update, and for adding Factorissimo2 compatibility! Playing with both mods now and is quite funNow I just need KS Power and Angel's to update and my mod insanity will be complete.
- 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...
- Sat Apr 29, 2017 7:42 pm
- Forum: Releases
- Topic: Version 0.15.4
- Replies: 31
- Views: 20389
Re: Version 0.15.4
Nice one, I haven't understand the first time I read it, then spot the typo.FactorioBot wrote: Fixed several instances of the "laser user" field not getting updated. (45485)
Thank you for this update and the work you do to fix bugs.
- 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 ...
- 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...
- 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, ...
- 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...
- 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 ...
- 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.
- 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-...
- 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.
- 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.
- Tue Apr 25, 2017 4:40 pm
- Forum: General discussion
- Topic: 0.15 boiler ratio?
- Replies: 30
- Views: 88956
Re: 0.15 boiler ratio?
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.dougtheduck wrote:like before 0.15 everyone was doing solar spam etc... =P
- 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...
- 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".
The entry "tile-filter-mode" is translated to "Mode de filtre des slos" it should be "Mode de filtre des sols".
- 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...