Search found 93 matches

by Sacredd
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

Sacredd wrote:and i want to make a necromancer mod, because loot is fun. ofc only artifacts is boring...
DONE: https://mods.factorio.com/mods/Sacredd/necromant
by Sacredd
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?
hoho wrote:Did you use DyTech as basis for this? I remember it had a similar thing and I quite liked it.
Thank you for your interest guys.
I edited the LONG DESCRIPTION, you should find the answers there.
by Sacredd
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.
by Sacredd
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...
by Sacredd
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...
by Sacredd
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...
by Sacredd
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...
by Sacredd
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...
by Sacredd
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...
by Sacredd
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.
by Sacredd
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...
by Sacredd
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.
by Sacredd
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.
by Sacredd
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, ...
by Sacredd
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...
by Sacredd
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...
by Sacredd
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

Brathahn wrote:Try YARM viewtopic.php?f=92&t=16698
Does YARM have some kind of resource combinator?
by Sacredd
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:
PocketRepair_1.0.1.zip
(23.28 KiB) Downloaded 118 times
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?
by Sacredd
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?
by Sacredd
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...

Go to advanced search