Search found 39 matches

by GeekinaCave
Fri Aug 30, 2019 2:03 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.16] Xander Mod v2.1.1

Hi, does anybody know if the patch for Alien Biomes is included in Therax fork? i tried to play with both and...

XanderAlienBiomes.png
XanderAlienBiomes.png (275.84 KiB) Viewed 5704 times
by GeekinaCave
Thu Mar 29, 2018 9:32 pm
Forum: News
Topic: Friday Facts #235 - 0.16 stable
Replies: 122
Views: 58176

Re: Friday Facts #235 - 0.16 stable

does anyone know an alternative official link for download factorio installers, i just try to download zip version from the page and it stops at 98% and know it seems down (this is not the first time that happens BTW) :evil:
by GeekinaCave
Tue Feb 13, 2018 12:08 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.16] Xander Mod v1.4.1

Hey guys, any of you is having this problem? i'm using factorio 16.22 + Xander 1.5.0 + alien biomes 0.3.8 and this happens: https://forums.factorio.com/download/file.php?id=34491 https://forums.factorio.com/download/file.php?id=34492 its a new gamesave BTW when i use alien biomes alone it works fin...
by GeekinaCave
Tue Feb 13, 2018 12:04 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.16] Xander Mod v1.4.1

in case somebody want to fix it on its own:

you have to search to \prototypes\recipe\part\electromagnetic.lua

in the line 371 should look like this:

category = "machine",

save changes.
by GeekinaCave
Mon Feb 12, 2018 12:52 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.16] Xander Mod v1.4.1

UPDATE: okay, i make more test and just realize RSO was the one has problems to show ores in the preview. To resume my situation: Alien Biomes: works OK Alien Biomes + Xander 1.5.0: the images shown earlier. Pretty Fair Resources: works OK Pretty Fair Resources + Xander 1.5.0: the game gets stuck an...
by GeekinaCave
Sun Feb 11, 2018 5:23 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.16] Xander Mod v1.4.1

... wit(h) Xander alone, the ores does not appear in the preview map. Can't provide you with a solid source, but I've read that the changes to the vanilla ores happen at some later stage during generation, so they aren't displayed correctly in preview. I also get ore-less maps in preview generator,...
by GeekinaCave
Fri Feb 09, 2018 11:25 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.16] Xander Mod v1.4.1

Hey guys, any of you is having this problem? i'm using factorio 16.22 + Xander 1.5.0 + alien biomes 0.3.8 and this happens: test1.png test2.png its a new gamesave BTW when i use alien biomes alone it works fine... :?: Update: also i just noticed, witn Xander alone, the ores does not appear in the pr...
by GeekinaCave
Mon Feb 05, 2018 2:36 am
Forum: Mods
Topic: [MOD 0.15.x] Pretty Fair Resources
Replies: 29
Views: 12041

Re: [MOD 0.15.x] Pretty Fair Resources

i have recently problems to start a game with the recent version of Xander mod; for some reason i just froze, also i hope eventually it get a menu for the resource customization section.
by GeekinaCave
Tue Jan 16, 2018 12:25 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.16] Xander Mod v1.4.1

In case someone is interested there's a mod which fits really well for replace the "logging camp" in more realistic way called Lumberjack . Oh! I saw that mod come up on the website, but I thought it was for hand chopping - I didn't realize it's an entity! This is exactly what I was think...
by GeekinaCave
Sun Jan 14, 2018 1:30 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.16] Xander Mod v1.4.1

In case someone is interested there's a mod which fits really well for replace the "logging camp" in more realistic way called Lumberjack.
by GeekinaCave
Tue Nov 07, 2017 12:08 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.15+] Xander Mod v1.3.1

I'll be starting a public multiplayer game, anyone is welcome to join, as long as they help document any missing recipes or other issues. Modlist: https://mods.factorio.com/mods/Cerbrus/TogglePeacefulMode https://mods.factorio.com/mods/jamesaguilar/long-reach https://mods.factorio.com/mods/trold/Bo...
by GeekinaCave
Thu Oct 12, 2017 4:22 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.15+] Xander Mod v1.3.0

hi there is any GitHub repo of this mod or some sorts, i like to offer some correction in cosmetic details what i notice playing with this mod.
PD: now i feel I'm really stranded in an alien planet trying to get my ass back home, ;) Thanks.
by GeekinaCave
Sat Oct 07, 2017 1:41 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 86333

Re: [MOD 0.15.x] Mining Space Industries

to be exact i resize the images in the /graphics folder to be fixed, i hope you can put the 128 x128 version of this images in the next update.
by GeekinaCave
Sat Oct 07, 2017 3:23 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 330039

Re: [MOD 0.15+] Xander Mod v1.3.0

question, steel parts wouldn't be prerequisite to logistic I considering it is needed for craft it?
by GeekinaCave
Sat Oct 07, 2017 2:44 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 86333

Re: [MOD 0.15.x] Mining Space Industries

I manually re-scale the image to 128 x 128 and that seem to do the trick, however with the original images in 128 it will look better.

BTW how you remove the ship wreckage? i though you can mined like in AAI industries beginnings.
by GeekinaCave
Fri Oct 06, 2017 11:58 pm
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 86333

Re: [MOD 0.15.x] Mining Space Industries

the version 0.15.5 has still 32x32 icons...
by GeekinaCave
Fri Oct 06, 2017 2:45 am
Forum: Mods
Topic: [MOD 0.15.x] Mining Space Industries
Replies: 184
Views: 86333

Re: [MOD 0.15.x] Mining Space Industries

look very interesting but i have a problem with research queue, the weird thing is the radar.png has actually 32x32 bits...
by GeekinaCave
Sat Dec 03, 2016 2:29 pm
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 43762

Re: [MOD 0.14.x] Water maze

For some reason I stopped getting notifications (even though I am subscribed to this topic).... EldVarg, thanks for the feedback and cool suggestions. I may include some of your ideas if I have time. Just a note, JaggedBorder as you wrote it might have interesting effects in some combinations that ...
by GeekinaCave
Sun Nov 27, 2016 5:05 pm
Forum: Mods
Topic: [MOD 0.14.x] Water maze
Replies: 82
Views: 43762

Re: [MOD 0.14.x] Water maze

Hi, does any know how create a pattern which make random craters with water using mandelbrot or something else?
by GeekinaCave
Sat Nov 26, 2016 3:09 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1404203

Re: Bugs & FAQ

this is a dumb question, but where is most easy to find fissures? i always have problems to get one. they are orange on map, you should see them when explore, or with radar. what i mean is they are really hard to find when i use RSO, to the point i have to restart and search in god mode several tim...

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