Search found 460 matches

by Neemys
Sat Jul 30, 2016 4:56 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58499

Re: [0.13] Building Platform v0.0.03

Bug correction : version 0.0.03 : The script which check if you can place a building should take into account the direction when placing a rotatable entity and shouldn't remove building which was in a correct place. Building like steam engine when building horizontally at the edge of a platform coul...
by Neemys
Fri Jul 29, 2016 7:30 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58499

Re: [0.13] Building Platform v0.0.02

New version : version 0.0.02 : Sligthly changed platform spawning in starting area. They should be a bit larger and the area should contain more patch. Adding more config option to control which building will be restricted : unrestrictPower : make boiler, solar panel, steam engine and accumulator pl...
by Neemys
Fri Jul 29, 2016 5:23 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58499

Re: [0.13] Building Platform

IMO the following items should not require a rock/concrete base (they would be light enough to go on normal terrain): * Logistic chests * Combinators * Boiler * Solar panel (solar farms are regularly built on grass/soil fields IRL) * Radar (undecided about this one) Yes I know that they can be plac...
by Neemys
Fri Jul 29, 2016 5:05 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58499

Re: [0.13] Building Platform

Nice concept! Like I said, the idea doesn't come from me (I should make a proper block to highlight it). But when I improved the initial mod, I ask the author if he want to integrate my modification to his mod or if i should release it myself, as no answer was made for more than a month, I released...
by Neemys
Fri Jul 29, 2016 3:38 pm
Forum: Releases
Topic: Version 0.13.8
Replies: 39
Views: 29903

Re: Version 0.13.8

I also spotted today that when I train waits on the station to unload crude barrels and have a logic trigger set to count empty barrels = 0 AND time passed 30 seconds it does not wait (the second condition). Confirmed it three times in a row. Finally changed the condition to other but still i guess...
by Neemys
Fri Jul 29, 2016 3:29 pm
Forum: Implemented mod requests
Topic: Some collision mask
Replies: 2
Views: 1205

Some collision mask

It would be nice if mod have some mean to add custom collision-mask layer. When we change actual mask for some entities to make room for one to use it mess up those entities. Having something like that : data:extend( { { type = "collision-layer", name = "my-custom-collision-layer-not-...
by Neemys
Fri Jul 29, 2016 1:54 am
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 18133

Re: [MOD 0.12.x] Unstable ground

Here you go, an improved version, 0.13 ready : viewtopic.php?f=97&t=30053

It's still an early beta but it's working. If you have any problem please report them on this new thread.
by Neemys
Fri Jul 29, 2016 1:51 am
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 58499

[1.0][1.1] Building Platform v1.2

Type: Mod Name: Building Platform Description: Add map-generated building platform and some building can only be placed on them. Now you must do your best to manage available space ! License: GPLv3 Version: 1.2.1 Release: 2020-09-19 Tested-With-Factorio-Version:0.13.20 and 0.14.13 and 0.15.35 and 0....
by Neemys
Thu Jul 28, 2016 11:07 pm
Forum: Not a bug
Topic: [0.13.11] LUA Api - Recipe class, wrong attribute name
Replies: 1
Views: 263

[0.13.11] LUA Api - Recipe class, wrong attribute name

Will browsing the online doc for factorio API, I found this little typo in an attribute name. in this page : http://lua-api.factorio.com/0.13.11/LuaRecipe.html

The attribute "energy" doesn't work because ingame it is "energy_required".
by Neemys
Thu Jul 28, 2016 10:09 pm
Forum: Not a bug
Topic: [0.13.11] Floor-layer alone in collision mask not working
Replies: 2
Views: 740

[0.13.11] Floor-layer alone in collision mask not working

As I was working on my mod, I found a weird thing when using collision mask (I use them to block the placement of some building). When you set the collision mask of a building to floor-layer and nothing else, this building doesn't collide with the floor-layer if terrain is set to collide with floor ...
by Neemys
Thu Jul 28, 2016 2:24 pm
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 18133

Re: [MOD 0.12.x] Unstable ground

Any updates? I would love to try out this mod. The version you attached in your previous reply is for 0.12 right? Yeah, I wrote a 0.13 version which is finaly working but hasn't release it yet. I want to add some things first. I will try to finish it this night then I will release it in WIP section...
by Neemys
Thu Jul 28, 2016 2:17 pm
Forum: Technical Help
Topic: Frame Drop near woods
Replies: 8
Views: 2750

Re: Frame Drop near woods

devilwarriors wrote:Problem came back for me yesterday with yuoki stuff.. restarting the computer fix it like when I was having this issue with toxic jungle.
Have you try to deactivate V-Sync ?
by Neemys
Wed Jul 27, 2016 10:15 am
Forum: Releases
Topic: Version 0.13.11
Replies: 26
Views: 23041

Re: Version 0.13.11

Not sure if it's only me. Or all in my head. The game feels like since update. 13.9 to 13.10 and now 13.11 has been consistently slowing down. Game play feels jittery and laggy both online and offline play. It's mostly noticeable when fully zoomed out. Playing on win 7, through steam with no mods. ...
by Neemys
Tue Jul 26, 2016 1:19 pm
Forum: Technical Help
Topic: Frame Drop near woods
Replies: 8
Views: 2750

Re: Frame Drop near woods

In latest factorio version there seem to have a problem that cause FPS drop. deactivate VSync while dev release a fix. There is already a bug report about that.
by Neemys
Tue Jul 26, 2016 1:12 pm
Forum: Gameplay Help
Topic: 2 Questions about achievements
Replies: 3
Views: 815

Re: 2 Questions about achievements

The craft number is shared. If a guy make a stone furnace and you make it too, the craft number will go up by 2.
by Neemys
Tue Jul 26, 2016 1:09 pm
Forum: Gameplay Help
Topic: Changing lamp colors
Replies: 2
Views: 5773

Re: Changing lamp colors

As said here : https://wiki.factorio.com/index.php?title=Lamp

You need to send circuit network signal to the Lamp. When choosing signal in last tab you have color signal.

Edit : It's in vanilla since 0.13, before you need a mod ;)
by Neemys
Mon Jul 25, 2016 12:33 am
Forum: Releases
Topic: Version 0.13.10
Replies: 56
Views: 36576

Re: Version 0.13.10

[*]Map generator tweaks (predictable starting area resources, water only in starting area works now, fixed a few bugs in biome generation). does this mean that the map generation is fixed ? like it used to be in 12 ? No, they made change in map generator in 0.13, they will not revert it. They just ...
by Neemys
Fri Jul 22, 2016 5:48 pm
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 24494

Re: Version 0.13.7

Indeed, after a bit of research I found that : viewtopic.php?p=3543#p3543
kovarex wrote:All generated chunks are active all the time.Providing event like "chunk-generated" could help.
So yes I was wrong, thanks for pointing that ;)
by Neemys
Fri Jul 22, 2016 4:55 pm
Forum: Releases
Topic: Version 0.13.7
Replies: 38
Views: 24494

Re: Version 0.13.7

Wait... did anyone notice.... 2000km x 2000km = 2M * 2M tiles = 4000000000000 square tiles. = 4x10^12!!! I have just 8 gigs of ram. If every tile took up a single bit this wouldn't be enough by far. You would need 465 giga byte. Now I am reeaaaly curious how you guys store the map in ram. There has...

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