Search found 29 matches
- Mon Jun 06, 2016 10:37 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.1
Here you go. All turned off except stacked destroyer capsule. Combat-variations_0.1.1.zip Thanks for doing that. I did get an error though. Error while running the on_configuration_changed: __Combat-variations__/control.lua:26: attempt to index field 'hand-cannon' (a nil value) Download it again. S...
- Mon Jun 06, 2016 4:46 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.1
Here you go. All turned off except stacked destroyer capsule. Fixed.TrojanEnder wrote:
- Tue May 31, 2016 7:03 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: You can find it cool Mod Pack
- Replies: 7
- Views: 6673
Re: You can find it cool Mod Pack
ale dalej cos jest zle, bo z saphritu recipy nie akceptuja crushed stune, tylko z stiratitu, taki byl zamysl ? ;p Mówisz o ręcznym tworzeniu kamienia? Jeśli tak, wtedy zakładam, że mod domyślnie wybiera tę rudę. Nadal możesz zbierać skruszony kamień z każdej rudy i przerabiać go w kamień. Po prostu...
- Tue May 31, 2016 1:33 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
Thank you for your advice!! but dytech is some problem my another mod :( and I was able to find, thanks to your advice, Natural Evolution mod!! maybe.. I think similar functions... powerful aliens!! Thanks Lightning Bird!! :D If you need help with something regarding those mods not working well tog...
- Tue May 31, 2016 12:54 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: You can find it cool Mod Pack
- Replies: 7
- Views: 6673
Re: You can find it cool Mod Pack
nie mozna zrobic steam enginow, bo wymagaja jakichs circuitow ktorych nie mozna zrobic http://screenshot.sh/ouEYXN7wNDcDe http://screenshot.sh/oAzO7UhvyPi0k http://screenshot.sh/mE60wMXmQ8YOI pozdrawiam Pamiętam, że zmieniałem recepty i dane technologi ponieważ, jak wyżej przedstawiłeś, mody wchodz...
- Mon May 30, 2016 11:49 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: You can find it cool Mod Pack
- Replies: 7
- Views: 6673
Re: You can find it cool Mod Pack
Damn, thanks for pointing that out! Dunno why I didn't share that one.SlyJacob wrote:You need to post proper link, this one is wrong. (you probably took it from your direct search bar instead of share link)
Otherwise, woah.. This combination of mods. Definetaly a challenge, will try!
- Mon May 30, 2016 5:33 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
Except this is false. the set_filter command takes filter and slot , not filter and count. And it is impossible to create an inserter with more than 5 filter slots, believe me, I tried . Other than that, you can iterate over all items and check for item.type == "ammo" . However, from what...
- Mon May 30, 2016 12:51 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
Edited* All of this below is no use* You can support modded ammo by your own. Open control.lua in main folder (use notepad++ to make it very easy). You need to go to line 51, you will see there this function on_build_combat_inserter(inserter) inserter.insert({name = "solid-fuel", count = 1...
- Sun May 29, 2016 1:53 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
That's just the pathfinder lag. I think they solve that somewhat in 0.13. Besides that, there should not spawn many broodmothers. The spawnratio's (at 100% evolution) are: 2 medium spitters : 8 big spitters : 6 behemoth spitters : 3 broodmothers. That means there is about 1 broodmother in 5(+1/3) s...
- Sun May 29, 2016 11:39 am
- Forum: Mods
- Topic: [MOD 0.13] Mining Tools - resources generation
- Replies: 177
- Views: 101620
Re: [MOD 0.12.X] Mining Tools 1.0.13
Well not easy to understand what happened here... :shock: Maybe I found one thing... Could you test this new version and tell me if it's better before I put it online ? Do not forget to delete the 1.0.13 file from the mod directory. MiningTools_1.0.14.zip I gave it a try. Tested all items and recip...
- Sun May 29, 2016 10:45 am
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
I just learned that the enemies have items that can be used to spawn them, I wasn't aware of this but it makes so much sense now lol. Also, maybe the broodmother should cap at 10 spawns? I was playing around with new biters and I didn't notice any item drops. Nor there is anything in files about lo...
- Sun May 29, 2016 8:17 am
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
So.. I've made a broodmother capsule and I've tested them on other aliens. I want to point out that if a broodmother is left to attack some unguarded entity or if it attacks with a hefty group of other aliens, her spawns can cause some serious lag. I've deployed few of them and they spawned so many ...
- Sun May 29, 2016 7:30 am
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
I found a bug. When setting any item filter (Smart inserters for example) the Aliens are able to be selected for filters. Also in said alien filters the brood mother looks very humanoid, You can fix that by deleting lines from 12 to 43 in enemies.lua (prototypes>entity>enemies.lua) another more fas...
- Thu May 26, 2016 7:32 pm
- Forum: General discussion
- Topic: What's your favorite play challenge?
- Replies: 13
- Views: 7029
Re: What's your favorite play challenge?
Lots of interesting replies already. Good idea for a thread topic. First of all, the "Tight Spot" challenge that is actually a playable campaign is very recommended. So if you want a challenge, by all means play it, it's a lot of fun. I've scored quite well in all of these. Some plans I h...
- Thu May 26, 2016 2:19 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: You can find it cool Mod Pack
- Replies: 7
- Views: 6673
You can find it cool Mod Pack
A bit of challange from mods like DyTech War, Natural Evolution, Swarm etc. A bit of complexity from mods like Bob's mods, Angels mods etc. A bit of exploration from Rso mod. A bit of other small addons to sweetewn the whole. Enjoy http://i.imgur.com/EB7BBbp.png Light's mod pack v_0.1 Dytech war dif...
- Thu May 26, 2016 2:11 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
You don't have to expalin the obviousMrDoomah wrote:It was more a courtesy call than anything else. If you said no I'd still do it and there's nothing you can do to stop me
- Thu May 26, 2016 12:10 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
switches.rar That's pretty neat what you did there. Mind if I borrow this for future versions? I had considered splitting this mod up into several modules or mods (especially the enemies from the rest) but decided against in the end. Hey, you can do what you want. I like to help (if I can) with the...
- Thu May 26, 2016 12:47 am
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 16612
Re: [MOD 0.12.17+] Combat variations 0.1.0
In the data.lua file inside the mod, the different parts are loaded by group. I can't guarantee that disabling one doesn't mess other things up, but things are fairly split up. So the Data.lua tells the mod what to load? i just thought it told the game what files were required to run .-. (removing ...
- Mon May 23, 2016 6:59 am
- Forum: Mods
- Topic: [MOD 0.12.x] Tesla Turret
- Replies: 11
- Views: 6113
Re: [MOD 0.12.x] Tesla Turret
Making it very low damage will potentially remove the damage due to armor. And in some mods enemies have actual resistances to laser damage. I'm used to higher numbers so for me very low is not that low actually :) I guess you can customize it for your needs, but I feel like it fits to the theme mo...
- Sun May 22, 2016 5:38 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Tesla Turret
- Replies: 11
- Views: 6113
Re: [MOD 0.12.x] Tesla Turret
http://i.imgur.com/BXKLGlb.gif I can't manage to make it change targets faster. But it looks cool. Works great vs enemies with large health pools (especially versus enemies in DyTech, where everything becomes almost immune to laser damage) Ps. Chaning it to very fast shooting with very low damage f...