Search found 455 matches

by Neemys
Tue Dec 05, 2017 5:48 pm
Forum: General discussion
Topic: Factorio for education - Licensing and all the Rest
Replies: 37
Views: 7227

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 mines. Re...
by Neemys
Mon Dec 04, 2017 9:59 pm
Forum: General discussion
Topic: Factorio for education - Licensing and all the Rest
Replies: 37
Views: 7227

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 gui...
by Neemys
Mon Dec 04, 2017 12:48 pm
Forum: General discussion
Topic: Factorio for education - Licensing and all the Rest
Replies: 37
Views: 7227

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 keep...
by Neemys
Sun Dec 03, 2017 9:55 pm
Forum: General discussion
Topic: Factorio for education - Licensing and all the Rest
Replies: 37
Views: 7227

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 ga...
by Neemys
Sat Dec 02, 2017 10:42 am
Forum: General discussion
Topic: Factorio for education - Licensing and all the Rest
Replies: 37
Views: 7227

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 ...
by Neemys
Fri Dec 01, 2017 10:38 pm
Forum: General discussion
Topic: Factorio for education - Licensing and all the Rest
Replies: 37
Views: 7227

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 ...
by Neemys
Fri Dec 01, 2017 10:32 pm
Forum: News
Topic: Friday Facts #219 - Cliffs
Replies: 191
Views: 37553

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 make cl...
by Neemys
Sun Nov 26, 2017 11:11 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 51061

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flare Stack

zarx wrote:Is there any way we could get the flare stacks to burn even faster? like at 1000+?
Sure, unzip the mod, edit data-final-fixes.lua, you can change the line 20

Code: Select all

{type="fluid", name=vi.name, amount=50}
change the amount (50) to the quantity you want.
by Neemys
Sat Nov 25, 2017 2:47 pm
Forum: Releases
Topic: Factorio Roadmap for 0.17 & 0.18
Replies: 800
Views: 763096

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 0.16....
by Neemys
Thu Nov 23, 2017 7:27 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.6
Replies: 1597
Views: 536152

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 qu...
by Neemys
Fri Nov 17, 2017 10:26 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15, 0.16] Flare Stack
Replies: 94
Views: 51061

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 m...
by Neemys
Fri Nov 17, 2017 9:51 am
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.6
Replies: 1597
Views: 536152

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 or co...
by Neemys
Thu Nov 16, 2017 5:28 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.6
Replies: 1597
Views: 536152

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/ico...
by Neemys
Tue Nov 14, 2017 4:12 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.6
Replies: 1597
Views: 536152

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 lar...
by Neemys
Mon Nov 13, 2017 11:22 am
Forum: General discussion
Topic: I wish I had the money.
Replies: 27
Views: 5371

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 followed by...
by Neemys
Thu Nov 02, 2017 11:03 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 125
Views: 28355

Re: Friday Facts #214 - Concrete rendering

As a person that use concrete not all over my base, but only in key point and road I do love the new one. The border add more depth and make a real difference with the terrain.
by Neemys
Wed Nov 01, 2017 8:08 pm
Forum: General discussion
Topic: I wish I had the money.
Replies: 27
Views: 5371

Re: I wish I had the money.

I have and still play the demo. I've even tried the full version a friend owns. But I just don't make enough money to outright buy the game. i put it on my Steam wishlist months ago and have been waiting in hopes of a Steam Sale or something that will lower the price even a little. Honestly I'd lov...
by Neemys
Wed Nov 01, 2017 8:06 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2959
Views: 380216

Re: Bugs & FAQ

God cant believe i didnt see this and after 2 days of searching ... i didnt use before boilers ... i was using Burner Turbine Generator, is working i success to make plastics after so long time i almost quit the game ... thank you so much If you don't want to use fuel there should be a research for...
by Neemys
Thu Oct 26, 2017 10:43 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 82969

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

Also, thanks for the heads up on AAI industries. Haven't played with it myself. I'll take a look, probably only needs to be taken into account in the load order. Hello, Any progress with the AAI Industries compatibility? No answer from the mod author. I took a little time to see what's going on and...
by Neemys
Wed Oct 25, 2017 9:11 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2959
Views: 380216

Re: Bugs & FAQ

Error by angelsbioprocessing: There is no 'wooden-board'. Mods: boblibrary, bobores, bobplates, angelsrefining, angelscomponents, angelspetrochem, angelsaddons-pressuretanks, angelsbioprocessing, angelslogistics, angelssmelting. you are missing bobselectronics, bio processing is still dependent on ...

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