Search found 73 matches

by Tardan
Mon Jul 06, 2015 9:16 pm
Forum: Questions, reviews and ratings
Topic: (New) mod categories!?!
Replies: 35
Views: 27031

Re: (New) mod categories!?!

.... - User Interface mods: UI only mods. Blueprint, Remote FAT, Time - Part mods: adds one or just a few mods for various reasons. Tanks, Recycling plants, Inserters, Pipes, Bost - Gameplay mods: Games that are directly focused on adding, removing or changing gameplay. FARL, RSO, Easy Belt Layer, ...
by Tardan
Mon Jul 06, 2015 6:52 pm
Forum: Mod and installation managers
Topic: Factorio Mod Manager 0.2.1
Replies: 61
Views: 97721

Re: Factorio Mod Manager 0.2.0

cool project. i liked also this https://forums.factorio.com/forum/viewtopic.php?f=87&t=5114&hilit=mclauncher the main problem with your launcher is: when there is a new mod version that you have in more modpacks, than you must update this mod more than one time :( my resolution i use is a sh...
by Tardan
Sun May 31, 2015 7:14 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99781

Re: [UPDATED] Introducing NARMod 3.1

this is a great mod, i realy like it :)

an update from 3.2 to 3.3 is not possible, because i dont have the inductors receipe, because the necessary technology i researched with 3.2
by Tardan
Thu Apr 09, 2015 4:54 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.21] Autoupdate failure, unexpected content
Replies: 5
Views: 2457

Re: [0.11.21] Autoupdate failure, unexpected content

Not much more info than this: http://i.imgur.com/WIiLlmm.jpg i have the same error :( the file content: factorio-current.log 2192.932778 Info Logger.cpp:148: 2015:04:09 18:39:41; Factorio 0.11.8 (Build 13524, win64) 2192.950225 Info ModManager.cpp:204: Loading mod core 0.0.0 (data.lua) 2192.965038 ...
by Tardan
Sat Jan 03, 2015 1:37 pm
Forum: Mods
Topic: [MOD 0.11.8] Infinite Research
Replies: 25
Views: 33508

Re: [MOD 0.11.8] Infinite Research

kovarex wrote:We really should have some infinite research in the native game. Do you remember future technology in civilisation? Something like that. Every level would cost the double of the previous level (or something like that).
a realy good idea :)
by Tardan
Mon Dec 15, 2014 3:47 pm
Forum: News
Topic: Friday Facts #64 - The plans
Replies: 89
Views: 69923

Re: Friday Facts #64 The plans

This! Factorio is about automation. It will never happen, that you need to go planet by planet. This is why this game is so addictive, cause you don't repeat. I don't think factorio should have an end game you should strive to. Factorio is fun for me because there is no end game. I can go on foreve...
by Tardan
Sun Dec 14, 2014 11:30 am
Forum: News
Topic: Friday Facts #64 - The plans
Replies: 89
Views: 69923

Re: Friday Facts #64 The plans

i like the idea with a space ship. 1. build special production buildings for different ship parts. 2. make with a blueprint a ship with small factory setup 3. have the possibility to produce more ships from the blueprint i dont like to trade with the ship. i like more the idea to bring settlers and ...
by Tardan
Thu Dec 11, 2014 7:55 pm
Forum: Mods
Topic: [MOD 0.12.0] endless resources
Replies: 85
Views: 141615

Re: [0.11.1] endless resources

Chronosfear wrote:Image

having that error with the newest factorio release.
hope the screen is some sort of help.

chronosfear
rename the zip file. new name: endless-resources_0.3.0.zip
by Tardan
Sun Dec 07, 2014 9:19 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191281

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

i changed the mod in this way: - more enemies - less but bigger ressource fields - smaller starting area for more pressure at the start someone play with bob ores and extend the rso mod with the settings for the new ores? my changes: -override_type = 'partially' +override_type = 'full' -starting_are...
by Tardan
Fri Dec 05, 2014 10:29 pm
Forum: 1 / 0 magic
Topic: [0.11.3] save game defects
Replies: 2
Views: 3855

Re: [0.11.3] save game defects

it is ok. it doesnt happened again :)
by Tardan
Fri Dec 05, 2014 7:27 am
Forum: Ideas and Requests For Mods
Topic: Objective generator for free play
Replies: 4
Views: 4503

Re: Objective generator for free play

I lik the idea! But dont know how to make it. My lua knowledge is realy Bad :(
by Tardan
Wed Nov 26, 2014 9:49 pm
Forum: Mods
Topic: new tech tier and extended buildings
Replies: 4
Views: 8116

Re: new tech tier and extended buildings

i remove the custom ressources and the new tech tier. in this small setup it was no fun. i also updated to updated to factorio 0.11.1 the mod now only contain new extended, researchable buildings: - brigther lamps - extended roboports - one with a larger construction area, the other with a larger lo...
by Tardan
Wed Nov 26, 2014 9:19 pm
Forum: Mods
Topic: [0.11.x][MP] UpGrade (Better vanilla stuff)
Replies: 63
Views: 65279

Re: [0.9.7+] UpGrade

i changed it also a little bit. mainly maked the mod compatible to factorio 0.11.1. but not dytech.

changelog
- updated to factorio 0.11.1
- remove old source code
- make icons for research and items
by Tardan
Wed Nov 26, 2014 6:00 pm
Forum: 1 / 0 magic
Topic: [0.11.3] save game defects
Replies: 2
Views: 3855

[0.11.3] save game defects

most of my savegames from yesterday are defect :( some hours gameplay are gone i try some zip repair tools. doesnt work. today saving and loading games work. the days before saving and loading also works. mods are the same in the last days. my disk have no errors. the time stamp of the save game fil...
by Tardan
Tue Nov 18, 2014 7:00 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 191281

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

I've been thinking that what the mod needs is to make biters expand and spawn new nests more aggressively. It's good that they can be wiped out and get some peace and quiet for a while, but it being so permanent makes defensive structures unnecessary. after playing a little bit with the mod, i thin...
by Tardan
Fri Jul 04, 2014 8:25 pm
Forum: News
Topic: Friday Facts #41
Replies: 34
Views: 30523

Re: Friday Facts #41

I am not a expert in crosscompiling. but from my 5 years work as software developer i can only say: use a continous integration server (CIS) like jenkins! beside IDEs and version managment system a CIS is the most important tool. the greatest benefit is: after every checkin jenkins compiles for all ...
by Tardan
Fri Jul 04, 2014 2:31 pm
Forum: Mods
Topic: [0.11.x][MP] UpGrade (Better vanilla stuff)
Replies: 63
Views: 65279

Re: [0.9.7+] UpGrade

the version work with 10.0.2 or get you some error messages?
by Tardan
Sun Jun 29, 2014 5:21 am
Forum: News
Topic: Friday Facts #40
Replies: 73
Views: 46736

Re: Friday Facts #40

The gender debate is still very wrong. Why no one calls for a female model for the WIP model? Why only a male model or neutral model? Think about it. Besides, if it really has what is supposed to be neutral, then simply makes a robot and not a sexless people. btw: I challenge any Basketball bust, no...
by Tardan
Sat Jun 28, 2014 9:43 am
Forum: News
Topic: Friday Facts #40
Replies: 73
Views: 46736

Re: Friday Facts #40

After the female character model disaster in assassin's creed unity and all the web discussion about this, i think a female player model is really important. a female model must be make with the same effort as a male player model. the player models are the identification for the players. much more i...
by Tardan
Fri Jun 20, 2014 6:41 pm
Forum: Mods
Topic: [MOD 0.10.0] Variant Resource Spawning v0.0.2
Replies: 14
Views: 20229

Re: [MOD 0.10.0] Variant Resource Spawning v0.0.1

cool. my favourite is less ore fields (motivate to build a many trains), but very rich fields (not to build every hour new mining outposts). someone have tried to calculate how much ressource needed for parts of the tech trees? than it is easier to balance with the use of the Resource-Monitor-Mod v0...

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