Search found 78 matches
- Thu Apr 30, 2015 9:43 am
- Forum: Minor issues
- Topic: [0.11.17] game locks on manual save
- Replies: 21
- Views: 20960
Re: [0.11.17] game locks on manual save
just thought id let you know this also occurs when clicking the save replay button at the end of a game... not something i normally do so i didn't notice it till just now
- Mon Apr 27, 2015 11:57 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191682
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
with the liquid field spawns be aware that: size determines the number of fields placed in a grouping spawns_per_region may need to be reduced as well as or instead of the probability of spawn(this affects the number of cluster in a region that spawns oil) try removing the multi spawns for oil from ...
- Fri Apr 24, 2015 12:36 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191682
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
So maybe I'm not doing it right, but can someone tell me if I can or what I should be doing to config this? I'm using 1.8 and my game has been a bit of a mess. My starting area bleed dry pretty quick, I barely hit laser turrets before depleted. I had to turret creep past camps that would have 10-20...
- Thu Apr 23, 2015 11:31 am
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 33140
Re: [0.11.19] Bulldozer MOD
i like your mod much... i just think its available a bit late.. meaning, need a tank to build it... maybe a way to build it with green circuit, but not with a tank as itself.. OR, as it have no gun, change that turret for a flame thrower (extra long range) ..like the Churchill Crocodile in WW2 http...
- Tue Apr 21, 2015 10:31 am
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 85978
Re: [0.11.X] Oxygen
I seem to have found a minor issue with the oxygen bottle detection I tried out this mod for the first time today and as expected ran out of oxygen before i managed to get a working oxygen facility up and running, However i had expected this and planned ahead. while the last of the research was comp...
- Mon Apr 20, 2015 10:30 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191682
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
iGi wrote:That would be great if you could post your config, Cheata.
I don't play any of those mods (actually i'm not even playing Factorio at all right now...) and I would just choose some arbitrary numbers for those resources myself...
check your git
- Mon Apr 20, 2015 9:54 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 191682
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
hi already fixed this myself if you want the code ...needs balancing though the ores in question are as follows clover-patch agrimod, non-autoplace ore dont worry about it holes F-MOD, not sure how these work but deffinatly not auto-place so not worth worring about rare-earth replicators mod greenle...
- Mon Apr 20, 2015 9:43 pm
- Forum: Mods
- Topic: [0.11.19] 0craft MOD
- Replies: 25
- Views: 19280
Re: [0.11.19] 0craft MOD
lol that looks suspiciously like shadows megamodpack
I might have a look at correcting this but in the meantime you should try y.petremann's no hand crafting as it is a little more advanced than this one atm
I might have a look at correcting this but in the meantime you should try y.petremann's no hand crafting as it is a little more advanced than this one atm
- Mon Apr 13, 2015 12:50 pm
- Forum: Mods
- Topic: [0.11.19] RoadTrain MOD (aka Trailers)
- Replies: 13
- Views: 20784
- Sun Apr 12, 2015 11:13 pm
- Forum: Mods
- Topic: [0.11.19] RoadTrain MOD (aka Trailers)
- Replies: 13
- Views: 20784
Re: [0.11.19] RoadTrain MOD (aka Trailers)
i would love this mod but when installed it gave error of trailer.png not found any ideas ad to what its talking about yep the trailer.png in the graphics/icons folder has a capital T on it.. this has been fixed on my github but it hasent been pushed through in a release yet. ill just update the ex...
- Sat Apr 11, 2015 9:42 pm
- Forum: Mods
- Topic: [0.12.x] Mining Drill & Better ore storage - v1.0.3
- Replies: 48
- Views: 62977
Re: [0.11.x] Mining Drill & Better ore storage - v1.0.3
TiTaN, I had a play with your mod and liked it so much i decided to tweak it a little to suit my tastes. I decided to post my changes here in case anyone is interested in using them added config.lua file to allow easy turn on/off of features enabled the copper coil stuff added auto generation script...
- Sat Apr 11, 2015 6:10 am
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 33140
Re: [0.11.19] Bulldozer MOD
New version bulldozer1.0.4
- Sat Apr 11, 2015 4:05 am
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 33140
Re: [0.11.19] Bulldozer MOD
lol got it... The "Bullet shield" feature of the bulldozer blade is swallowing the shots from the drones. because the game logic decides how many shots are needed to kill a mod, once the required number of shots have been fired it ignores the mob and moves on ... this prevents wastage of a...
- Fri Apr 10, 2015 9:35 pm
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 33140
Re: [0.11.19] Bulldozer MOD
something strange :S.. my game is updated 11.21 but playing on my map 11.20 with mod treefarm lite/ treefarm AC i wanted to test your bulldozer 1.0.3 was cleaning out a forest close to bitters spawner, throw some combat robot to cover me a bit.. combat robot stopped attacking, as well as laser turr...
- Fri Apr 10, 2015 11:39 am
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 33140
Re: [0.11.19] Bulldozer MOD
which is rather impressive considering you only get 1 wood per tree as apose to the 5 for manual mining...MasterBuilder wrote: I get clogged with wood going through forests.
easy enough to do in code ill have a think about it
- Fri Apr 10, 2015 9:33 am
- Forum: Mods
- Topic: [0.11.19] Bulldozer MOD
- Replies: 36
- Views: 33140
Re: [0.11.19] Bulldozer MOD
well i decided to have a go at creating some proper textures.
As a result of about a week messing round in blender and other image editors iv updated the bulldozer mod with some new graphics.
let me know your thoughts
New Version bulldozer_1.0.3
As a result of about a week messing round in blender and other image editors iv updated the bulldozer mod with some new graphics.
let me know your thoughts
New Version bulldozer_1.0.3
- Fri Apr 10, 2015 3:31 am
- Forum: Mods
- Topic: [0.11.19] RoadTrain MOD (aka Trailers)
- Replies: 13
- Views: 20784
Re: [0.11.19] RoadTrain MOD (aka Trailers)
thankskatyal wrote:You should get in touch with Yuoki, he's made some excellent graphics for his own mods as well as a few for other mods, he even created some graphics for flyers and left it up to others to implement them as a mod.
i might look into that
- Tue Apr 07, 2015 5:58 am
- Forum: Mods
- Topic: [0.11.19] RoadTrain MOD (aka Trailers)
- Replies: 13
- Views: 20784
Re: [0.11.19] RoadTrain MOD (aka Trailers)
Interesting! Although the lack of a proper graphic for the trailers really kind of kills its appeal, unfortunately. I concur. This sounds amazing but the green blob kills the immersion for me. yes it dose. and as i have stated i suck at graphics, as such i'm looking for someone to create some graph...
- Mon Apr 06, 2015 1:54 pm
- Forum: Won't implement
- Topic: [Request] connections allowed other than rolling stock
- Replies: 2
- Views: 3921
Re: [Request] connections allowed other than rolling stock
while you wait for them to add trailers.....
check it out roadtrain (trailers)
check it out roadtrain (trailers)
- Mon Apr 06, 2015 1:53 pm
- Forum: Ideas and Suggestions
- Topic: 18 Wheelers (Trucking)
- Replies: 5
- Views: 2981
Re: 18 Wheelers (Trucking)
check it out roadtrain (trailers)