Search found 45 matches
- Sat Nov 21, 2015 11:39 am
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 323199
Re: [MOD 0.12.17] Orbital Ion Cannon
Such awesome, much wow. Just the thing i've wanted.
- Thu Nov 05, 2015 5:13 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 225588
Re: Uranium Power
Great to see this. Really excited to see a huge explosion implemented ingame.
- Sun Nov 01, 2015 10:24 am
- Forum: Mods
- Topic: [MOD 0.12.x] Transformator
- Replies: 32
- Views: 48899
Re: [MOD 0.12.x] Transformator
An update to 12.11+ would be apreciated.
- Sun Oct 25, 2015 6:41 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 182865
Re: [0.12.x] RSO Discussion thread
So i realised the issue isn't the bob's mods by them self but in presence of test mode. Test mode seems to rename the ores or something. Please just read next time. I alrady answered your question. On i side note you will probably have to make a configuration for test mode to fix this/make it compa...
- Sat Oct 24, 2015 2:22 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 182865
Re: [0.12.x] RSO Discussion thread
So i realised the issue isn't the bob's mods by them self but in presence of test mode. Test mode seems to rename the ores or something.
- Sat Oct 24, 2015 12:53 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 182865
Re: [0.12.x] RSO Discussion thread
I have an issue getting it to work ith bob's modes. Stuff only spawns in starting area. And i get this
- Wed Sep 30, 2015 6:14 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 431312
Re: [MOD 0.12.x] Natural Evolution v4.4.0 - All things Alien!
I am playing with dytech and i realised that item collectors have too little range. My defenses kill biters before they get into item collector range. Could you increase the range?
- Mon Sep 21, 2015 1:20 pm
- Forum: Mods
- Topic: [MOD 0.12] Happy Factorio
- Replies: 18
- Views: 40067
Re: [MOD 0.12] Happy Factorio
Yes, am using : Natural-Evolution_4.3.0 air-filtering_0.3.1 clock_0.12.0 CORE-DyTech-Core_1.2.1 EvoGUI_0.4.1 Expanded_Robot_Tech_0.3.0 Explosive Termites_1.1.6 FARL_0.4.1 Landfill_2.1.6 MAIN-DyTech-Machine_1.1.1 MAIN-DyTech-Power_1.1.1 MAIN-DyTech-War_1.1.1 Ore Expansion_1.0.1 RailTanker_1.0.1 Supre...
- Mon Sep 21, 2015 1:17 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 431312
Re: [MOD 0.12.x] Natural Evolution v4.3.5 - All things Alien!
I have an annoying bug/feature to report. The alien artifact collectors are not affected by blueprint/deconstruction planners. Which is pretty annoying since i have wall blueprint, but i have to add collectors manually anyway.
- Sat Sep 19, 2015 4:59 pm
- Forum: Mods
- Topic: [MOD 0.12] Happy Factorio
- Replies: 18
- Views: 40067
Re: [MOD 0.12] Happy Factorio
So there is another issue.
- Thu Sep 17, 2015 1:27 pm
- Forum: Mods
- Topic: [MOD 0.12] Happy Factorio
- Replies: 18
- Views: 40067
Re: [MOD 0.12] Happy Factorio
I updated from 12.6 to 12.8 and mod doesnt work anymore. shows this when starting the game:
- Thu Sep 17, 2015 10:25 am
- Forum: Mods
- Topic: [MOD 0.12.12+] Advanced Logistics System 0.2.13
- Replies: 242
- Views: 204102
Re: [MOD 0.12.x] Advanced Logistics System
Crash when removing roboport: Factorio 0.12.6 Advanced Logistics System 0.2.5 http://i.imgur.com/SLWTCnh.png?1 The cause may be 5dim's train (logistic) module ? https://forums.factorio.com/forum/viewforum.php?f=81 I have encountered the same issue nad im not using 5dim's. I am however using dytech ...
- Sun Sep 13, 2015 4:13 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 431312
Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!
... Also it would be awesome if you incorporated air filtering into your mod. Never used this mod, so will have to check it out. I think that might make game a lot easier again. Last time I used air filters it was quite easy to eliminate pollution. It costs you power and coal but not that much. And...
- Fri Sep 11, 2015 11:13 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 431312
Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!
I ve gotta say im loving this mod. However i do have a few suggestions for improvements. Even after the balancing i found the terraformers to be overpowered. A great way to fix this would be to add difficulty. For example easy would be as it is now. Then for each harder difficulty evolution reductio...
- Tue Sep 08, 2015 4:21 pm
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 200809
Re: Uranium Power
So I've been wondering when the fuel decay is gonna be released. Atm i feel the mod is a bit too overpowered. Its like easy to make, compact solar. Perhaps it would be nice if ore spawn was changed to only spawn individual squares of ore. Like dytech ores spawn. It would make it a bit harder to obta...
- Wed Jun 10, 2015 9:55 am
- Forum: Mods
- Topic: [MOD 1.1] N.Tech-Chemistry
- Replies: 119
- Views: 80240
Re: [0.11.X] N.Tech-Chemistry
I think it would be much better to change the fuel-block recipe to use 1 liquid-hydrogen - the way it is now, it can be abused very easily as you can create litrally infinite amounts of fuel blocks using only water - and that in quite a fast pace I might add. Plus points for creating a real use for...
- Thu Jun 04, 2015 9:05 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Deevolution script
- Replies: 6
- Views: 6214
Re: [Request] Deevolution script
I noticed and fixed that. There must be something else that is wrong. When the furnace finishes crafting nothing happens. Are you sure the code in ontick function is correct?
- Wed Jun 03, 2015 9:33 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Deevolution script
- Replies: 6
- Views: 6214
Re: [Request] Deevolution script
I tested the script and it doesnt work. I was able to fix some syntax errors but thats as far as my lua knowledge goes. These lua tables are the wierdest thing to me ( im used to C). Anyone willing to help me out?
- Tue Jun 02, 2015 3:46 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Deevolution script
- Replies: 6
- Views: 6214
Re: [Request] Deevolution script
Yes, i have used that mod and i found it to be overpowered. Even after increasing the power consumption. What i would like to make is a more balanced mod that needs alien artefacts to de-evolve aliens, so that alien evolution will never be decresed by much. I am aiming to balance it so that it will ...
- Mon Jun 01, 2015 6:56 pm
- Forum: Ideas and Suggestions
- Topic: [Request] ELECTRIC BOILER
- Replies: 40
- Views: 24688
Re: [Request] ELECTRIC BOILER
So do you want to make a perpetum mobile or just havent thought this through? You use coal to make electricity.