Search found 30 matches

by capthavic
Sun Jan 26, 2020 10:35 pm
Forum: Mods
Topic: [MOD 0.16] Realistic Reactors
Replies: 220
Views: 105185

Re: [MOD 0.16] Realistic Reactors

Is there a blueprint for the big reactor setup pictured on the mod page?
by capthavic
Tue Jun 25, 2019 11:50 am
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27473

Re: Geothermal - A clean, but powerful power source all day long

Well whatever the case I can't get them spawn reliably to be worth the trouble. Even making the whole map volcanic/arctic isn't a sure thing. They don't show on the preview map when they do spawn which doesn't help things. Guess I'll stick with the usual power sources, thanks anyway.
by capthavic
Tue Jun 25, 2019 9:51 am
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27473

Re: Geothermal - A clean, but powerful power source all day long

Stupid question but do you have to research the technology first for the geothermal nodes to appear on the map? Tried everything else but they aren't showing up for me. No, that is not even possible with the game API. If you have AlienBiomes, they are specific to a couple biomes. Weird, don't know ...
by capthavic
Tue Jun 25, 2019 6:58 am
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 57
Views: 27473

Re: Geothermal - A clean, but powerful power source all day long

Stupid question but do you have to research the technology first for the geothermal nodes to appear on the map? Tried everything else but they aren't showing up for me.
by capthavic
Thu Jan 25, 2018 11:13 pm
Forum: Duplicates
Topic: cancel queue not working
Replies: 2
Views: 1230

cancel queue not working

When crafting stuff myself I cannot cancel items in the build queue. Just noticed this issue while playing after update today, left/right click does nothing. Checked hey bindings and nothing was changed, queuing up 1/5 to build works fine I just can't cancel them. Turned off all mods and restarted g...
by capthavic
Sat Jan 16, 2016 1:15 pm
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 58447

Re: Mod [0.12.20+] Concrete Logistics 1.0.4

Thanks for being so patient and helpful ^w^ Working fine now, my only complaint is there doesn't seem to be a default concrete option, only the colored ones. Other than that seems to be working perfectly now! :D Dang! Talk about obvious mistakes. Fixed in 1.0.4! Looks all good, thanks for working s...
by capthavic
Sat Jan 16, 2016 12:16 am
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 58447

Re: Mod [0.12.20+] Concrete Logistics 1.0.3

Just crafted wrench but it didn't work and just gave me this error: https://www.dropbox.com/s/orkrrrgltl3vh7n/factorio%20error.png?dl=0 Also it wasn't just stone furnaces, it also didn't work for other stuff on my other maps. I am using another mod for improved assemblers, inserters, etc. so I figu...
by capthavic
Fri Jan 15, 2016 6:33 pm
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 58447

Re: Mod [0.12.20+] Concrete Logistics 1.0.2

Well the game doesn't crash now but I'm still having issues. It will queue concrete to be placed but no bots will place them under some structures. Started a sandbox map, using base game structures only but it wouldn't place concrete under basic stone furnace. They did under regular inserters and c...
by capthavic
Fri Jan 15, 2016 5:49 pm
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 58447

Re: Mod [0.12.20+] Concrete Logistics 1.0.2

Well the game doesn't crash now but I'm still having issues. It will queue concrete to be placed but no bots will place them under some structures. Started a sandbox map, using base game structures only but it wouldn't place concrete under basic stone furnace. They did under regular inserters and co...
by capthavic
Fri Jan 15, 2016 3:45 am
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 58447

Re: Mod [0.12.20+] Concrete Logistics 1.0.1

Thanks for quick response! The game loaded fine now but now I'm getting a notice while in game: Notice Error while running the event handler: _ _ ConcreteLogistics _ _/control.lua:69:bad argument #1 to 'pairs' (table expected, got nil) Not sure if I'm doing something to trigger it, happened while wa...
by capthavic
Thu Jan 14, 2016 6:23 am
Forum: Mods
Topic: [MOD 0.12.20+] Concrete Logistics 1.1.0
Replies: 44
Views: 58447

Re: Mod [0.12.20+] Concrete Logistics 1.0.0

Weird...downloaded mod and dependencies, start game and mods load fine until it gets to loading sprites (89%) gives an error message Missing specification of font with name: "font-lb" Never seen that before and not sure how to fix that :( Edit: Looks like issue with color coding mod. Delet...
by capthavic
Sun Dec 27, 2015 8:42 pm
Forum: Mods
Topic: [MOD 0.12.20+] FuPower, Fusion and more. (Now 0.0.13)
Replies: 37
Views: 52568

Re: [MOD 0.12.20] FuPower, Fusion and more.

Yeah annoying having to manually change folder name, but nice mod tho.
by capthavic
Sun Dec 20, 2015 11:46 pm
Forum: Mods
Topic: [Mod 0.12.X] Log Mod
Replies: 16
Views: 30064

Re: [Mod 0.12.X] Log Mod

The extended underground belts interest me the most, the rest might be useful but probably won't affect my normal set much.
by capthavic
Mon Dec 07, 2015 5:45 pm
Forum: Mods
Topic: [MOD 0.12.x] More Bots!
Replies: 3
Views: 12349

Re: [MOD 0.12.x] More Bots!

Well I don't really care about balance, so long as they aren't outrageously expensive or difficult to make. For example the RAGE ore mod is nice way to get more ore but the cost of refining required too much alien resources to be worth the effort.
by capthavic
Sun Dec 06, 2015 11:16 pm
Forum: Mods
Topic: [MOD 0.12.x] More Bots!
Replies: 3
Views: 12349

Re: [MOD 0.12.x] More Bots!

Could you explain a bit more what the improvements are?
by capthavic
Sat Nov 21, 2015 11:13 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320368

Re: [MOD 0.12.17] Orbital Ion Cannon

Ah thanks, is that a good mod, what does it do? Can you give a link?
by capthavic
Sat Nov 21, 2015 4:31 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 320368

Re: [MOD 0.12.17] Orbital Ion Cannon

Looks awesome and I'm a big fan of the C&C games so that's just icing on the cake. Can't wait to try it out!

BTW what are those modules you have in the rocket silo? Just curious ^^
by capthavic
Thu Oct 29, 2015 11:24 pm
Forum: Mods
Topic: [MOD 0.12.x] SolarSatellites
Replies: 16
Views: 29425

Re: [0.12.x] SolarSatellites

You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large. Agreed, a radar dish would make much more sense or something similar if they can get a custom sprite done. Like the basic idea since going solar takes up a ...
by capthavic
Thu Oct 29, 2015 2:04 am
Forum: Mods
Topic: [MOD 0.12.x] SolarSatellites
Replies: 16
Views: 29425

Re: [0.12.x] SolarSatellites

You really need to work on that receiver graphic. A recolored or doctored up radar dish at the very least. It should probably be fairly large. Agreed, a radar dish would make much more sense or something similar if they can get a custom sprite done. Like the basic idea since going solar takes up a ...
by capthavic
Fri Oct 23, 2015 8:00 pm
Forum: Mods
Topic: [MOD 0.12.x] RAGE Ore Processing 0.1.4
Replies: 12
Views: 28024

Re: [MOD 0.12.x] RAGE Ore Processing 0.1.4

Question: so purifying increases the smelting speed and processing creates more purified ore for each unit normal ore put through, correct? Correct. Though the purified ore can then only be either processed or used for plates. You're able to get more plates out of your input iron this way, but you ...

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