Search found 460 matches
- Wed Dec 20, 2017 11:54 am
- Forum: General discussion
- Topic: Factorio for education - Licensing and all the Rest
- Replies: 37
- Views: 23747
Re: Factorio for education - Licensing and all the Rest
No problem, I'm pretty busy too. Good luck for your congress 
- Sat Dec 16, 2017 4:42 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3920
- Views: 2060664
Re: Bugs & FAQ
It does have one, but it's very very dark grey, you can see that the end of your bar is more dark on your screen.enterisys wrote:Propene gas does not have fill bar in pipes/tanks
- Wed Dec 13, 2017 10:29 pm
- Forum: News
- Topic: Friday Facts #120 - Spidertron
- Replies: 123
- Views: 148525
Re: Friday Facts #120 - Spidertron
It has been cancelled for now.olafthecat wrote:Spidertron...best name ever!
Animation, though crude, is cool too!
- Wed Dec 13, 2017 3:37 pm
- Forum: Mods
- Topic: [1.0][1.1] Building Platform v1.2
- Replies: 142
- Views: 99489
Re: [0.14][0.15][0.16] Building Platform v1.1.11
Update for Factorio 0.16 (there is some bug, see below)
13-12-2017 - 1.1.11 (for 0.16) (commit 3f03371c74) :
Make necessary change for Factorio 0.16
Any platform made using API call isn't based after actual concrete anymore. Instead use a copy of the concrete declaration from Factorio 0.15.35 ...
13-12-2017 - 1.1.11 (for 0.16) (commit 3f03371c74) :
Make necessary change for Factorio 0.16
Any platform made using API call isn't based after actual concrete anymore. Instead use a copy of the concrete declaration from Factorio 0.15.35 ...
- Thu Dec 07, 2017 11:45 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 746920
Re: [MOD 0.14] AAI Programmable Vehicles
Not saying it isn't a problem but if you have so many resources you can't place the scanner somewhere else then why do you need a scanner?
Put down a miner anywhere (since everywhere are resources) and let it clear a bit of ground for the scanner. :)
Scanning Enemies ? Rare resources ? Or maybe ...
Put down a miner anywhere (since everywhere are resources) and let it clear a bit of ground for the scanner. :)
Scanning Enemies ? Rare resources ? Or maybe ...
- Tue Dec 05, 2017 5:48 pm
- Forum: General discussion
- Topic: Factorio for education - Licensing and all the Rest
- Replies: 37
- Views: 23747
Re: Factorio for education - Licensing and all the Rest
@Cisz First version of the mod. Only remove most (not all yet) of the military stuff. The rest will follow after bugfixes and answer from you.
List of removed/edited stuff :
Removed all guns except the pistol (I must correct a bug before I can remove the pistol)
Removed car's guns.
Removed ...
List of removed/edited stuff :
Removed all guns except the pistol (I must correct a bug before I can remove the pistol)
Removed car's guns.
Removed ...
- Mon Dec 04, 2017 9:59 pm
- Forum: General discussion
- Topic: Factorio for education - Licensing and all the Rest
- Replies: 37
- Views: 23747
Re: Factorio for education - Licensing and all the Rest
I think you could leave walls and gates in. That way you can do things like safe crossings for rail-lines, and wall off complicated combinator setups so that wayward cars don't destroy them.
Things like flammables and rocket shooting speed could be renamed rocket fuel, Rocket engine, and rocket ...
Things like flammables and rocket shooting speed could be renamed rocket fuel, Rocket engine, and rocket ...
- Mon Dec 04, 2017 12:48 pm
- Forum: General discussion
- Topic: Factorio for education - Licensing and all the Rest
- Replies: 37
- Views: 23747
Re: Factorio for education - Licensing and all the Rest
While checking which research to disable, I took time took note all pack needed by those disabled technologies to see what a game with no military change ressources wise.
For information I noted that we need to disable the followings research : (if I forgot some or disable some that you want to ...
For information I noted that we need to disable the followings research : (if I forgot some or disable some that you want to ...
- Sun Dec 03, 2017 9:55 pm
- Forum: General discussion
- Topic: Factorio for education - Licensing and all the Rest
- Replies: 37
- Views: 23747
Re: Factorio for education - Licensing and all the Rest
Editing recipe is no so much work code wise than deleting one. Although, since there is not a lot of non military technologie that use those pack, it seem unecessary to have a pack that have so low use, why making a chain to make it for almost nothing ? Since removing military stuff will make the ...
- Sat Dec 02, 2017 10:42 am
- Forum: General discussion
- Topic: Factorio for education - Licensing and all the Rest
- Replies: 37
- Views: 23747
Re: Factorio for education - How does the licensing work?
You don't need a peace mod any more as the alien artifacts have been removed from the game. You can simply set the enemy spawners to "none" during map generation and they won't appear, and unlike in previous versions you can still progress through the entire rest of the game just fine as artifacts ...
- Fri Dec 01, 2017 10:38 pm
- Forum: General discussion
- Topic: Factorio for education - Licensing and all the Rest
- Replies: 37
- Views: 23747
Re: Factorio for education - How does the licensing work?
You don't need a peace mod any more as the alien artifacts have been removed from the game. You can simply set the enemy spawners to "none" during map generation and they won't appear, and unlike in previous versions you can still progress through the entire rest of the game just fine as artifacts ...
- Fri Dec 01, 2017 10:32 pm
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 123496
Re: Friday Facts #219 - Cliffs
Nice those cliff, I expect to be able to pass ressources accross cliff with underground belt.
Seeing how the terrain evolved since the beginning was awesome.
For those that say destroying cliff seem to remove the challenge, just don't do it ;)
Nice terrain there!
Could you explain why do you ...
Seeing how the terrain evolved since the beginning was awesome.
For those that say destroying cliff seem to remove the challenge, just don't do it ;)
Nice terrain there!
Could you explain why do you ...
- Sun Nov 26, 2017 11:11 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 104792
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
Sure, unzip the mod, edit data-final-fixes.lua, you can change the line 20zarx wrote:Is there any way we could get the flare stacks to burn even faster? like at 1000+?
Code: Select all
{type="fluid", name=vi.name, amount=50}
- Sat Nov 25, 2017 2:47 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1256449
Re: Factorio Roadmap for 0.16+
(...)
On the other hand; how is development of 0.16 going? It has been unusually quiet for a while. Did you all take a well deserved vacation to Honolulu or something? Or to Helgoland? Hawaii?
(...)
Last 0.16 news just yesterday : https://www.factorio.com/blog/post/fff-218
Hi-rez stuff is for 0 ...
On the other hand; how is development of 0.16 going? It has been unusually quiet for a while. Did you all take a well deserved vacation to Honolulu or something? Or to Helgoland? Hawaii?
(...)
Last 0.16 news just yesterday : https://www.factorio.com/blog/post/fff-218
Hi-rez stuff is for 0 ...
- Thu Nov 23, 2017 7:27 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1406943
Re: [0.15] Sea Block Pack 0.1.6
which research queue mod have you installed so I can check the problem ?
This one: https://mods.factorio.com/mods/Doomquill/research-queue v1.5.1 (latest w/ no annoying popup) Reading the notes on the mod portal, this may be a problem with research queue though. If there is a version of research ...
This one: https://mods.factorio.com/mods/Doomquill/research-queue v1.5.1 (latest w/ no annoying popup) Reading the notes on the mod portal, this may be a problem with research queue though. If there is a version of research ...
- Fri Nov 17, 2017 10:26 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
- Replies: 95
- Views: 104792
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack
GotLag. The liquids are not burned fast enough because the fluid mechanics changed in 0.15. The devs increased the pipe volume of all liquids to the point I need to build rows upon rows of vents to to even make a dent in the volume of liquids from just a single pipe! :(
The problem was reported 5 ...
The problem was reported 5 ...
- Fri Nov 17, 2017 9:51 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1406943
Re: [0.15] Sea Block Pack 0.1.6
Requesting Compatibility:
https://mods.factorio.com/mods/GotLag/Flare%20Stack
Or something similar to delete unwanted items.
For example: Jivolite Chunk recipe in an Ore Sorting Facility gives 1 slag, 2 iron ore, 2 copper ore, 1 zine ore, and 1 aluminium ore. In my save I do not need the iron ...
https://mods.factorio.com/mods/GotLag/Flare%20Stack
Or something similar to delete unwanted items.
For example: Jivolite Chunk recipe in an Ore Sorting Facility gives 1 slag, 2 iron ore, 2 copper ore, 1 zine ore, and 1 aluminium ore. In my save I do not need the iron ...
- Thu Nov 16, 2017 5:28 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1406943
Re: [0.15] Sea Block Pack 0.1.6
So I got a weird glitch today... I had been working on my seablock base for a while to build resources and I decided to add research queue to help with AFKing long techs. So I installed the mod, but forgot to enable it and when factorio came back up, it said "cannot find file '__base__/graphics ...
- Tue Nov 14, 2017 4:12 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1406943
Re: [0.15] Sea Block Pack 0.1.6
(...)
-Early on you can research and build the small Bob's electrolyzer which can't do anything it seems.(...)
It also happen in a normal bobs/angels, not related to sea block pack. Mostly angels forget to remove the building.
(...)
-Abusing the 4 tiles per landfill bug allows me to have a very ...
-Early on you can research and build the small Bob's electrolyzer which can't do anything it seems.(...)
It also happen in a normal bobs/angels, not related to sea block pack. Mostly angels forget to remove the building.
(...)
-Abusing the 4 tiles per landfill bug allows me to have a very ...
- Mon Nov 13, 2017 11:22 am
- Forum: General discussion
- Topic: I wish I had the money.
- Replies: 27
- Views: 16659
Re: I wish I had the money.
ANYWAY all i really wanted is like a Black Friday sale or something. One sale a year wouldn't really kill their "profits" but i understand the Devs stance.
It's not about profit. It's about fairness for customer that buy the game full price.
Talking about update, devs only do big update ...