Search found 30 matches
- Sun Jan 26, 2020 10:35 pm
- Forum: Mods
- Topic: [MOD 0.16] Realistic Reactors
- Replies: 220
- Views: 118039
Re: [MOD 0.16] Realistic Reactors
Is there a blueprint for the big reactor setup pictured on the mod page?
- Tue Jun 25, 2019 11:50 am
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 31209
Re: Geothermal - A clean, but powerful power source all day long
Well whatever the case I can't get them spawn reliably to be worth the trouble. Even making the whole map volcanic/arctic isn't a sure thing. They don't show on the preview map when they do spawn which doesn't help things. Guess I'll stick with the usual power sources, thanks anyway.
- Tue Jun 25, 2019 9:51 am
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 31209
Re: Geothermal - A clean, but powerful power source all day long
Stupid question but do you have to research the technology first for the geothermal nodes to appear on the map? Tried everything else but they aren't showing up for me. No, that is not even possible with the game API. If you have AlienBiomes, they are specific to a couple biomes. Weird, don't know ...
- Tue Jun 25, 2019 6:58 am
- Forum: Reika's Mods
- Topic: Geothermal - A clean, but powerful power source all day long
- Replies: 57
- Views: 31209
Re: Geothermal - A clean, but powerful power source all day long
Stupid question but do you have to research the technology first for the geothermal nodes to appear on the map? Tried everything else but they aren't showing up for me.
- Thu Jan 25, 2018 11:13 pm
- Forum: Duplicates
- Topic: cancel queue not working
- Replies: 2
- Views: 1451
cancel queue not working
When crafting stuff myself I cannot cancel items in the build queue. Just noticed this issue while playing after update today, left/right click does nothing. Checked hey bindings and nothing was changed, queuing up 1/5 to build works fine I just can't cancel them. Turned off all mods and restarted g...
- Sat Jan 16, 2016 1:15 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 61206
Re: Mod [0.12.20+] Concrete Logistics 1.0.4
Thanks for being so patient and helpful ^w^ Working fine now, my only complaint is there doesn't seem to be a default concrete option, only the colored ones. Other than that seems to be working perfectly now! :D Dang! Talk about obvious mistakes. Fixed in 1.0.4! Looks all good, thanks for working s...
- Sat Jan 16, 2016 12:16 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 61206
Re: Mod [0.12.20+] Concrete Logistics 1.0.3
Just crafted wrench but it didn't work and just gave me this error: https://www.dropbox.com/s/orkrrrgltl3vh7n/factorio%20error.png?dl=0 Also it wasn't just stone furnaces, it also didn't work for other stuff on my other maps. I am using another mod for improved assemblers, inserters, etc. so I figu...
- Fri Jan 15, 2016 6:33 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 61206
Re: Mod [0.12.20+] Concrete Logistics 1.0.2
Well the game doesn't crash now but I'm still having issues. It will queue concrete to be placed but no bots will place them under some structures. Started a sandbox map, using base game structures only but it wouldn't place concrete under basic stone furnace. They did under regular inserters and c...
- Fri Jan 15, 2016 5:49 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 61206
Re: Mod [0.12.20+] Concrete Logistics 1.0.2
Well the game doesn't crash now but I'm still having issues. It will queue concrete to be placed but no bots will place them under some structures. Started a sandbox map, using base game structures only but it wouldn't place concrete under basic stone furnace. They did under regular inserters and co...
- Fri Jan 15, 2016 3:45 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 61206
Re: Mod [0.12.20+] Concrete Logistics 1.0.1
Thanks for quick response! The game loaded fine now but now I'm getting a notice while in game: Notice Error while running the event handler: _ _ ConcreteLogistics _ _/control.lua:69:bad argument #1 to 'pairs' (table expected, got nil) Not sure if I'm doing something to trigger it, happened while wa...
- Thu Jan 14, 2016 6:23 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
- Replies: 44
- Views: 61206
Re: Mod [0.12.20+] Concrete Logistics 1.0.0
Weird...downloaded mod and dependencies, start game and mods load fine until it gets to loading sprites (89%) gives an error message Missing specification of font with name: "font-lb" Never seen that before and not sure how to fix that :( Edit: Looks like issue with color coding mod. Delet...
- Sun Dec 27, 2015 8:42 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
- Replies: 37
- Views: 54502
Re: [MOD 0.12.20] FuPower, Fusion and more.
Yeah annoying having to manually change folder name, but nice mod tho.
- Sun Dec 20, 2015 11:46 pm
- Forum: Mods
- Topic: [Mod 0.12.X] Log Mod
- Replies: 16
- Views: 30944
Re: [Mod 0.12.X] Log Mod
The extended underground belts interest me the most, the rest might be useful but probably won't affect my normal set much.
- Mon Dec 07, 2015 5:45 pm
- Forum: Mods
- Topic: [MOD 0.12.x] More Bots!
- Replies: 3
- Views: 12650
Re: [MOD 0.12.x] More Bots!
Well I don't really care about balance, so long as they aren't outrageously expensive or difficult to make. For example the RAGE ore mod is nice way to get more ore but the cost of refining required too much alien resources to be worth the effort.
- Sun Dec 06, 2015 11:16 pm
- Forum: Mods
- Topic: [MOD 0.12.x] More Bots!
- Replies: 3
- Views: 12650
Re: [MOD 0.12.x] More Bots!
Could you explain a bit more what the improvements are?
- Sat Nov 21, 2015 11:13 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344321
Re: [MOD 0.12.17] Orbital Ion Cannon
Ah thanks, is that a good mod, what does it do? Can you give a link?
- Sat Nov 21, 2015 4:31 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344321
Re: [MOD 0.12.17] Orbital Ion Cannon
Looks awesome and I'm a big fan of the C&C games so that's just icing on the cake. Can't wait to try it out!
BTW what are those modules you have in the rocket silo? Just curious ^^
BTW what are those modules you have in the rocket silo? Just curious ^^
- Thu Oct 29, 2015 11:24 pm
- Forum: Mods
- Topic: [MOD 0.12.x] SolarSatellites
- Replies: 16
- Views: 30224
Re: [0.12.x] SolarSatellites
You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large. Agreed, a radar dish would make much more sense or something similar if they can get a custom sprite done. Like the basic idea since going solar takes up a ...
- Thu Oct 29, 2015 2:04 am
- Forum: Mods
- Topic: [MOD 0.12.x] SolarSatellites
- Replies: 16
- Views: 30224
Re: [0.12.x] SolarSatellites
You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large. Agreed, a radar dish would make much more sense or something similar if they can get a custom sprite done. Like the basic idea since going solar takes up a ...
- Fri Oct 23, 2015 8:00 pm
- Forum: Mods
- Topic: [MOD 0.12.x] RAGE Ore Processing 0.1.4
- Replies: 12
- Views: 28720
Re: [MOD 0.12.x] RAGE Ore Processing 0.1.4
Question: so purifying increases the smelting speed and processing creates more purified ore for each unit normal ore put through, correct? Correct. Though the purified ore can then only be either processed or used for plates. You're able to get more plates out of your input iron this way, but you ...