Search found 8 matches

by Steave
Mon Apr 15, 2019 7:15 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 430039

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

i can tell you in that case that the launcher units are OP :) might need some changes / modifications there. Depending on when you reply i think i will just have to disable the green spawners i assume. Unless you find a good solution (i like the fast biter type, but not when a pack of 20 becomes 10...
by Steave
Sun Apr 14, 2019 12:07 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 430039

Re: [MOD 0.16.x] Natural Evolution - All things Alien!

Copying this from the Rampant mod page. We originally thought it was theirs since we thought the "fast biters" were from there, but as he points out, his fast biters do not have that name in game. https://cdn.discordapp.com/attachments/469153977955647532/566726216564998154/2019-04-13_22_42...
by Steave
Sat Apr 13, 2019 11:04 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319570

Re: [MOD 0.13.17+] Rampant - 0.17.19

Well, this doesn't seem right. I'm not 100% sure if this is base Factorio or Rampant, but I strongly suspect it's Rampant since it's only happening with the fast biter faction from the mod. The fast biter 2s in the screenshot are duplicating at a massive rate (not getting reinforcement from home or...
by Steave
Sat Apr 13, 2019 8:50 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 319570

Re: [MOD 0.13.17+] Rampant - 0.17.19

https://cdn.discordapp.com/attachments/469153977955647532/566726216564998154/2019-04-13_22_42_09-Factorio_0.17.31.jpg https://cdn.discordapp.com/attachments/469153977955647532/566726230028582932/2019-04-13_22_43_37-Factorio_0.17.31.jpg https://cdn.discordapp.com/attachments/469153977955647532/56672...
by Steave
Wed Aug 16, 2017 1:51 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 111627

Re: [MOD 0.15] AAI Industry

I think those three priority levels should be understood as: 1st priority: clean electricity generators, such as solar panels. In this group, we get those generators that don't require anything else (besides sunlight) to function. 2nd priority: dirty electricity generators, such as boilers and burn...
by Steave
Tue Jul 25, 2017 2:05 pm
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 111627

Re: [MOD 0.15] AAI Industry

I could add switches, but it doesn't solve the problem - the way it is now, accumulators and burner turbines can never be allowed to be on the same grid. Those spikes you want to use the burner turbines for is also exactly what you would want to use the accumulators for, so you can't really solve it...
by Steave
Tue Jul 25, 2017 4:19 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 111627

Re: [MOD 0.15] AAI Industry

The burner turbine generator breaks accumulators. TL;DR: When burner turbines are part of the network, accumulator charge can not be changed. Took us a while to figure out what was going on, but while trying to adjust our power generation to test various scenarios, I happened to remove the burner tu...
by Steave
Tue Jul 25, 2017 4:19 am
Forum: Mods
Topic: [MOD 0.15] AAI Industry
Replies: 166
Views: 111627

Re: [MOD 0.15] AAI Industry

Apparently I can't post links in my first forum post, so have to do this before posting the bug report with the links.

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