Search found 45 matches

by Evilness
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. :D
by Evilness
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.
by Evilness
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.
by Evilness
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...
by Evilness
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.
by Evilness
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
by Evilness
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?
by Evilness
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...
by Evilness
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.
by Evilness
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.
by Evilness
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:
by Evilness
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 ...
by Evilness
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...
by Evilness
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...
by Evilness
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...
by Evilness
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...
by Evilness
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. :D 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?
by Evilness
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? :D
by Evilness
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 ...
by Evilness
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.

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