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by Neemys
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 ;)
by Neemys
Sat Dec 16, 2017 4:42 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3920
Views: 2060664

Re: Bugs & FAQ

enterisys wrote:Propene gas does not have fill bar in pipes/tanks
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.
by Neemys
Wed Dec 13, 2017 10:29 pm
Forum: News
Topic: Friday Facts #120 - Spidertron
Replies: 123
Views: 148525

Re: Friday Facts #120 - Spidertron

olafthecat wrote:Spidertron...best name ever!
Animation, though crude, is cool too!
It has been cancelled for now.
by Neemys
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 ...
by Neemys
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 ...
by Neemys
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 ...
by Neemys
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 ...
by Neemys
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 ...
by Neemys
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 ...
by Neemys
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 ...
by Neemys
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 ...
by Neemys
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 ...
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: 95
Views: 104792

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 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 ...
by Neemys
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 ...
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: 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 ...
by Neemys
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 ...
by Neemys
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 ...
by Neemys
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 ...
by Neemys
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 ...

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