That's odd because aliens attack trains too. And power poles and turrets come to think of. They certainly don't have players in them.
If I remember correctly, aliens only attack things like power poles if they bump into them on their way to destroy sources of pollution. If that weren't the case ...
Search found 28 matches
- Mon Feb 19, 2018 3:42 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 656417
- Mon Feb 12, 2018 2:26 pm
- Forum: Gameplay Help
- Topic: Is 20% evolution normal for 5 hours gameplay?
- Replies: 11
- Views: 14919
Re: Is 20% evolution normal for 5 hours gameplay?
Thank you for the input, guys. It seems 20% IS normal, I just didn't remember it.
- Mon Feb 12, 2018 6:45 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 411000
Re: [MOD 0.13.17+] Rampant - 0.16.20
Hello! I love this mod, but I keep encountering a problem, which I believe may be caused by this. Every world I make, the biters evolve insanely fast; faster than I can reasonably keep pace with. For instance, I've only played for 5 hours on one world, and the biters are already 25% evolved. I ...
- Mon Feb 12, 2018 6:41 am
- Forum: Gameplay Help
- Topic: Is 20% evolution normal for 5 hours gameplay?
- Replies: 11
- Views: 14919
Re: Is 20% evolution normal for 5 hours gameplay?
are you aggressively killing biter nests?
https://wiki.factorio.com/Enemies#Evolution
as for mods, check if they affect evolution rates.
I checked the settings, the time and pollution factors are about the same as vanilla, and the nest-destruction factor was drastically reduced. I haven't even ...
https://wiki.factorio.com/Enemies#Evolution
as for mods, check if they affect evolution rates.
I checked the settings, the time and pollution factors are about the same as vanilla, and the nest-destruction factor was drastically reduced. I haven't even ...
- Mon Feb 12, 2018 5:53 am
- Forum: Gameplay Help
- Topic: Is 20% evolution normal for 5 hours gameplay?
- Replies: 11
- Views: 14919
Is 20% evolution normal for 5 hours gameplay?
So, I am playing heavily modded Factorio, and every playthrough I struggle endlessly to keep up with the biters. As of right now, with only 5 hours of gameplay, the biters are rapidly growing in strength! I want to know if this is the result of vanilla factorio, or the result of modding?
- Sun Feb 11, 2018 11:17 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 385336
Re: MOD [ 0.16.x] Bio-Industries 2.1.4
I just created a completely self sustaining wood farm, which produces 30.6 wood per second, which gets converted to 15.36 coal coke per second. With 15.36 coal coke per second, I can power 465 steam engines, which produces 418MW of energy! Who needs nuclear ...
- Sat Feb 10, 2018 12:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 656417
Re: [MOD 0.14] AAI Programmable Vehicles
I have yet another issue, as well. Player-spawned nests are not detected by scanners, only naturally generated ones are.
- Fri Feb 09, 2018 5:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 656417
Re: [MOD 0.14] AAI Programmable Vehicles
I've noticed a few problems with the AAI mods, I was wondering if you could help me out.
Whenever I remotely control and send chaingunner vehicles to some far away nest, I often get bad lag spikes as soon as they approach enemy nests.
Another issue I have is that chaingunners pick up both alien ...
Whenever I remotely control and send chaingunner vehicles to some far away nest, I often get bad lag spikes as soon as they approach enemy nests.
Another issue I have is that chaingunners pick up both alien ...
- Tue Feb 06, 2018 3:05 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 385336
- Mon Feb 05, 2018 11:14 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 385336
Re: MOD [ 0.16.x] Bio-Industries 2.1.3
I updated your mod, and tried it again, but got the exact same results.
http://steamcommunity.com/sharedfiles/f ... 1292884198
http://steamcommunity.com/sharedfiles/f ... 1292884198
- Mon Feb 05, 2018 12:13 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 385336
Re: MOD [ 0.16.x] Bio-Industries 2.1.2
There seems to be an issue with seed bombs. The fertilizer seed bomb only applies a very tiny amount of fertilizer to the area, and the advanced fertilizer seed bomb also applies a very tiny amount of advanced fertilizer. Because of this, very few trees are produced at all.
This was the result of ...
This was the result of ...
- Fri Feb 02, 2018 11:01 pm
- Forum: Duplicates
- Topic: 0.16.21 Crash upon loading previous save
- Replies: 4
- Views: 2143
Re: 0.16.21 Crash upon loading previous save
I see that my save is already working again, in less than 24 hours after the report. I am incredibly impressed with you developers, thank you.
- Fri Feb 02, 2018 6:07 am
- Forum: Duplicates
- Topic: 0.16.21 Crash upon loading previous save
- Replies: 4
- Views: 2143
0.16.21 Crash upon loading previous save
Steps to produce:
1: Launch Factorio
2: Try to load any save that existed before the recent update
3: Game crashes when the loading bar is full.
Every attempt to load a previous save results in the same crash. Generating new worlds does not result in a crash.
Relevant Files:
https://www.dropbox ...
1: Launch Factorio
2: Try to load any save that existed before the recent update
3: Game crashes when the loading bar is full.
Every attempt to load a previous save results in the same crash. Generating new worlds does not result in a crash.
Relevant Files:
https://www.dropbox ...
- Sun Jan 28, 2018 5:10 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 411000
Re: [MOD 0.13.17+] Rampant - 0.16.11
Is it an intentional feature that your custom nests do not drop any artifacts when destroyed? I've destroyed many of the custom ones, not a single artifact has dropped from them.
- Fri Jan 26, 2018 6:05 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 385336
Re: MOD [ 0.16.x] Bio-Industries 2.1.0
I saw some disappear, but then could not recreate it. Very weird. I've sent a PM to the mod creator seeing if he had any insight.
The water starts to flow once you add seedlings.
Also, make sure you connect them to a electric pole to the transformer, seems like they are not connected if you don't ...
The water starts to flow once you add seedlings.
Also, make sure you connect them to a electric pole to the transformer, seems like they are not connected if you don't ...
- Fri Jan 26, 2018 12:29 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 385336
Re: MOD [ 0.16.x] Bio-Industries 2.1.0
https://www.dropbox.com/s/3qtbqjlcpy1uumx/Bio%20Survival%20Backup.zip?dl=0 . The save was named after your mod :D
You will find the Bio Industries stuff near the body of water, where the 4 factory buildings are located.
Inside 2 of the large factory buildings, you'll see a bunch of missing bio ...
You will find the Bio Industries stuff near the body of water, where the 4 factory buildings are located.
Inside 2 of the large factory buildings, you'll see a bunch of missing bio ...
- Fri Jan 26, 2018 12:20 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 385336
Re: MOD [ 0.16.x] Bio-Industries 2.1.0
I'm encountering yet another issue :/
Some of my bio-farms and nurseries are not inputting water like they are supposed to. When a connection to water is made, sometimes they take like 90 water (instead of 200), and won't take any more. If I replace the pipes connected to the farms and nurseries ...
Some of my bio-farms and nurseries are not inputting water like they are supposed to. When a connection to water is made, sometimes they take like 90 water (instead of 200), and won't take any more. If I replace the pipes connected to the farms and nurseries ...
- Fri Jan 26, 2018 12:10 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 385336
Re: MOD [ 0.16.x] Bio-Industries 2.1.0
I haven't a clue why they disappear, especially when it's only some of them. Sometimes they disappear when I'm looking, sometimes when I'm not.
Also, is there any way I can find the ID of the bio-farm? Some files to root through, maybe?
Also, is there any way I can find the ID of the bio-farm? Some files to root through, maybe?
- Thu Jan 25, 2018 11:53 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 385336
Re: MOD [ 0.16.x] Bio-Industries 2.1.0
There is a bug with Bio Industries, which is causing some of my oh-so-expensive bio farms to just disappear. I am placing them inside of Factorissimo factory buildings, using blueprints. So far I've lost about 20 of my 48 bio-farms within a short time period.
*EDIT*
While on the topic of ...
*EDIT*
While on the topic of ...
- Wed May 10, 2017 10:54 pm
- Forum: General discussion
- Topic: How to change world gen of existing save? Or copy+paste base
- Replies: 5
- Views: 3815
Re: How to change world gen of existing save? Or copy+paste base
Is there a way I can copy the character file of my character from this specific save, and paste it into another? I see no realistic way I can replace every item I am carrying, especially the factory buildings (in item form) with machines already in them