Posts by Moriarty

435 total posts
1 month ago

FactorioPlayer wrote:

1: The UI of products 2-4 in the mixed warehouse is not aligned with 1.
2: It is recommended to conduct a series of research on water pipes (including balancers, sorters) in advance (after the official relevant technology), because these tools are needed from the beginning and technological development is too late, making renovation very troublesome. Of course, this is j…

1 month ago

Agent Coxack wrote:

Thanks for being so fast and friendly! Awesome stuff.

No problem thanks for the great suggestion! Its now update so you can get it. =)

1 month ago

Agent Coxack wrote:

Is it possible to have an option to sort of "snipe" any Research from the tree? Another mod I'm using (I think it's the one that adds the Settlement Heating and such, since that's the research prerequisite that isn't letting me research Ship Engine II due to "Locked by Parent" being tied to an unlocked Steam Heater) is bricking my progress, I tried the solutions in this mod …

1 month ago

Agent Coxack wrote:

So apparently I never realised that radar was locked behind a ship engagement on the map, I must've missed that my first non-modded playthrough.

God dammit, that's on me. Ship Bridge II is still missing but I can research later upgrades now, including Bridge III, so that should be able to replace it.

EDIT: It's not missing, it's just hiding. They appear to…

1 month ago

Lotos666 wrote:

Thanks, we'll test it.

Will be released in 1-2 hours. Have some more things to fix that has been reported today. Thanks again for your feedback! 👍

1 month ago

Agent Coxack wrote:

image.png

As title, the research for Ship Bridge II has been eaten by the research leaf for Steam Heater. This renders the entire Ship upgrades tree unusable.

This has already been reported on another mod page (Cheats++) by the same author (and had a response, so tha…

1 month ago

Lotos666 wrote:

Moriarty wrote:

I can reduce it down to 12 and reduce toxic slurry to 6 instead. Sounds better?

With 12 oil, 20 pesticides and 16 toxic waste, at the moment 7 processors are not able to supply 8 greenhouses

Ok i change it to 12+12+12 ---> 20+6. And consumption on pesticides in greenhouses reduces by 30%

1 month ago

Agent Coxack wrote:

image.png

As title, the research for Ship Bridge II has been eaten by the research leaf for Steam Heater. This renders the entire Ship upgrades tree unusable.

This has already been reported on another mod page (Cheats++) by the same author (and had a response, so tha…

1 month ago

Agent Coxack wrote:

I tried that, but the "remove requirements" checkbox looks for items, not parent research. I think I know the problem though - Ship Bridge II has been eaten by Steam Heater from Gameplay++.image.png

Oh i am an idiot i need to update it to remove parents also. Give me 30mins and …

1 month ago

Agent Coxack wrote:

Is it possible to have an option to sort of "snipe" any Research from the tree? Another mod I'm using (I think it's the one that adds the Settlement Heating and such, since that's the research prerequisite that isn't letting me research Ship Engine II due to "Locked by Parent" being tied to an unlocked Steam Heater) is bricking my progress, I tried the solutions in this mo…

1 month ago

Lotos666 wrote:

Moriarty wrote:

Lotos666 wrote:

Скриншот 08-06-2026 20.32.57.jpg

I can reduce it down to 12 and reduce toxic slurry to 6 instead. Sounds better?

With 12 oil, 20 pesticides and 16 to…

1 month ago

Lotos666 wrote:

Скриншот 08-06-2026 20.32.57.jpg

I can reduce it down to 12 and reduce toxic slurry to 6 instead. Sounds better?

1 month ago

Lotos666 wrote:

Does not save the settings for applying pesticides to greenhouses, and resets after rebooting.

Its now fixed and coming on todays later hotfixes/additions. Thanks again for the report! ❤️

1 month ago

Lotos666 wrote:

Does not save the settings for applying pesticides to greenhouses, and resets after rebooting.

I was able to recreate it and will fix it!

1 month ago

Parking is now fixed was problem with stacker job from vanilla. Will update later today all fixes for the 2 mods Tweaks++ and Gameplay++.
Thanks for the very detailed reports Hashishish! ❤️

1 month ago

Network is now seperated and not stuck to ships anymore. 😊

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Tooltip is now fixed for Parking HUD

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1 month ago

Lotos666 wrote:

Does not save the settings for applying pesticides to greenhouses, and resets after rebooting.

Hi Lotos666.

Thanks for the report. I will take a look at it and if it does that i will fix it. Will keep you updated on it. 😊

1 month ago

Got same problem in your save and it's a vanilla job problem. I am working on fixing it now

Fixing the tooltip for parking Hud tooltip.
Fixing mod networks so it won't stick too ships.

1 month ago

Hashishish wrote:

Moriarty wrote:

I tested amphibious trucks and i don't get this problem unfortunately. Going to need your save to see what mods ur using and if it will do same for me on your save.

*> *The video actually captured the moment when a task for trucks was received and immediately canceled (which, by the way, is strange in general), which means that I am a fool and f…

1 month ago

Also renamed the first button so it's easy to know witch is witch.

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