DONE: https://mods.factorio.com/mods/Sacredd/necromantSacredd wrote:and i want to make a necromancer mod, because loot is fun. ofc only artifacts is boring...
Search found 93 matches
- Mon Nov 21, 2016 4:32 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 64554
Re: Friday Facts #162 - Theme Art Again
- Fri Nov 18, 2016 5:14 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Necromant
- Replies: 35
- Views: 17768
Re: [MOD 0.14.x] Necromant
EmielRegis wrote:Could you provide more detailed description and some screenshots?
Thank you for your interest guys.hoho wrote:Did you use DyTech as basis for this? I remember it had a similar thing and I quite liked it.
I edited the LONG DESCRIPTION, you should find the answers there.
- Fri Nov 18, 2016 7:56 am
- Forum: Mods
- Topic: [MOD 0.15.x] Necromant
- Replies: 35
- Views: 17768
Re: [MOD 0.14.x] Necromant
This version is designed for vanilla.
Tried it with bobs, it seemd to work.
Enemies are not changed (only loot is added).
So should work with most mods.
And such feature is not planned as far as I know.
Tried it with bobs, it seemd to work.
Enemies are not changed (only loot is added).
So should work with most mods.
And such feature is not planned as far as I know.
- Thu Nov 17, 2016 8:19 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Necromant
- Replies: 35
- Views: 17768
[MOD 0.15.x] Necromant
Necromant logo.png Description: Adds enemy drops and exploitation of their corpses. Details: Factorio Version: 0.15.x Released: 2016.11.17 Dependencies: None License: CC Download and mod site: https://mods.factorio.com/mods/Sacredd/necromant Please visit the mod site for long description and change...
- Tue Nov 15, 2016 12:12 pm
- Forum: Ideas and Suggestions
- Topic: Allow pause while "catching up" / Server setting - auto pause on join
- Replies: 16
- Views: 7480
Re: [0.14.9] Allow pause while "catching up"
bigger problem is when server is running, if its empty (when first player joins) and first player has to catchup not played part of the game...
- Wed Nov 02, 2016 1:29 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 64554
Re: Friday Facts #162 - Theme Art Again
and i want to make a necromancer mod, because loot is fun. ofc only artifacts is boring...
- Wed Nov 02, 2016 10:07 am
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 64554
Re: Friday Facts #162 - Theme Art Again
plz make theme art nicely, clear and structured. not a dirty bunch of chaos...
- Sun Oct 30, 2016 9:30 am
- Forum: Mods
- Topic: [MOD 0.16] Swarm 1.2.0
- Replies: 30
- Views: 53424
Re: [MOD 0.14] Swarm 1.0.6
Thank you for this great mod. Unfotunatly it crashes our dedicated multiplayer server. Clipboard01.png Server log: 11503.625 Error MainLoop.cpp:788: Exception at tick 6533671: Error while running event on_entity_died (ID 4) __Swarm__/control.lua:64: attempt to index field '?' (a nil value) 11503.625...
- Thu Oct 27, 2016 1:14 pm
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 127819
Re: Hidden ores
Later in the game (advanced technologies would be needed for this), the player could start with underground mining, this would have 2 phases. Searching for resources Underground resources wouldn't be so easy to spot, the player would have to do special drills to scan the nearby underground, when he...
- Thu Oct 27, 2016 11:52 am
- Forum: Frequently Suggested / Link Collections
- Topic: Improved Vehicle Control
- Replies: 9
- Views: 7066
Re: Improved Vehicle Control
Look on mod vehicle snap for 0.14.x. Its great.
- Thu Oct 27, 2016 11:16 am
- Forum: Development Proposals
- Topic: Hidden ores
- Replies: 138
- Views: 127819
Re: Hidden ores
Later in the game (advanced technologies would be needed for this), the player could start with underground mining, this would have 2 phases. Searching for resources Underground resources wouldn't be so easy to spot, the player would have to do special drills to scan the nearby underground, when he...
- Thu Oct 27, 2016 10:59 am
- Forum: General discussion
- Topic: Thank you (Make the dev-team happy today!)
- Replies: 572
- Views: 297506
Re: Thank you (Make the dev-team happy today!)
Thx for this game.
Thx for mod support.
Thx for multiplayer mode.
Thx for mod support.
Thx for multiplayer mode.
- Wed Oct 26, 2016 8:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.16] Player droppen in Multiplayer after joining
- Replies: 3
- Views: 1408
Re: [0.14.16] Player droppen in Multiplayer after joining
Thank you for response Rseding91.
My friend has uninstalled the game, removed all factorio files (including AppData/Roaming) and now it works, even with mods.
Edit: installed after ofc.
My friend has uninstalled the game, removed all factorio files (including AppData/Roaming) and now it works, even with mods.
Edit: installed after ofc.
- Wed Oct 26, 2016 7:00 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.14.16] Player droppen in Multiplayer after joining
- Replies: 3
- Views: 1408
[0.14.16] Player droppen in Multiplayer after joining
My friend's router is running on IPv6. He is immidiently droppen from the game after he joins it. Log says "Unexpected error"... I have 2 logs from his PC: factorio-current1.log Dedicated server host. factorio-current2.log My locally hosted game, he joined. My log is factorio-current.log, ...
- Fri Oct 21, 2016 7:47 pm
- Forum: Not a bug
- Topic: [0.14.14] Could not resolve host: auth.factorio.com
- Replies: 1
- Views: 879
[0.14.14] Could not resolve host: auth.factorio.com
Multiplayer server can not start anymore :( 22.576 Factorio initialised 22.576 Info HttpSharedState.cpp:44: Downloading https://auth.factorio.com/api-login?api_version=2 34.100 code:6, 6; Could not resolve host: auth.factorio.com 34.100 Info HttpSharedState.cpp:111: Status code: 0 34.100 Info AuthSe...
- Tue Oct 18, 2016 6:29 pm
- Forum: News
- Topic: Friday Facts #160 - Playtesting
- Replies: 270
- Views: 116888
Re: Friday Facts #160 - Playtesting
Please implement "Pocket Repair". (There was such mod, which is not working for 0.14.x.) It should be an item, which you can put into modular armor and it automaticly repairs all things in inverntory by using repair kits from inventory. (And consuming armor electricity ofc.) So if a turret...
- Sun Oct 09, 2016 3:03 pm
- Forum: Mods
- Topic: [MOD 0.12.11]ResourceCombinator 0.0.5
- Replies: 19
- Views: 17014
Re: [MOD 0.12.11]ResourceCombinator 0.0.5
Does YARM have some kind of resource combinator?Brathahn wrote:Try YARM viewtopic.php?f=92&t=16698
- Sun Oct 09, 2016 2:57 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] PocketRepair 1.0.1
- Replies: 13
- Views: 22766
Re: [MOD 0.12.12+] PocketRepair 1.0.1
I could do some migration for 0.14.13:
Can someone take a look?
Btw is there an alternative mod available?
Tested it with creative mode, but nothing happening (having repair module + fusion reactor in modular armor, in inventory damaged item + repair kits).Can someone take a look?
Btw is there an alternative mod available?
- Sun Oct 09, 2016 8:35 am
- Forum: Mods
- Topic: [MOD 0.12.11]ResourceCombinator 0.0.5
- Replies: 19
- Views: 17014
Re: [MOD 0.12.11]ResourceCombinator 0.0.5
Please upgrade for 14.x.
Or is there any other altenative mod?
Or is there any other altenative mod?
- Tue Sep 27, 2016 7:46 pm
- Forum: Gameplay Help
- Topic: Console command to delete trees within a specific radius?
- Replies: 8
- Views: 22845
Re: Console command to delete trees within a specific radius?
Sorry for bad english :D So, there is no working console command to delete ALL trees in Factorio 0.13.xx on internet that i could find. After some searching and testing subject, finally i found it :D /c local surface = game.player.surface for c in surface.get_chunks() do for key, entity in pairs(su...