Search found 23 matches

by DUMBHA
Tue Oct 11, 2016 12:11 am
Forum: Mods
Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
Replies: 40
Views: 24444

Re: [MOD 0.12.33+] Macromanaged Turrets v1.0.4

Just curious. Was a update for this mod still planned? Or has RL stuff put a hold on it.
by DUMBHA
Thu Oct 06, 2016 4:07 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 166634

Re: [0.13.x] Bob's Mods: General Discussion

Just reporting something I'm not sure is a bug or not. I can't seem to connect a red/green wire to Titanium or Tungsten chests. Is it just me or something :?:
by DUMBHA
Thu Sep 22, 2016 3:44 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 337691

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Thanks for the reminder. I checked the config and found a disabled option that was the culprit. :roll:
by DUMBHA
Wed Sep 21, 2016 9:30 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 337691

Re: MOD [0.12.x | 0.14.x] Bio-Industries 1.4.5

Alright quick question. do the wood/steel rails this mod adds get the 100% resistances added in by the natural evolution mods when using both mods? (also using bobs mods as well)
As right now mine don't have any resistances. Which means the aliens keep breaking all my rails :x
by DUMBHA
Tue Sep 20, 2016 5:04 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 141371

Re: [MOD 0.13.20] ShinyBob_v0.13.6 & v0.14.4

Alright newest update fixed my error. thanks for the update :D
by DUMBHA
Mon Sep 19, 2016 11:13 am
Forum: Mods
Topic: [MOD 0.16.x] ShinyBob_0.16.x
Replies: 264
Views: 141371

Re: [MOD 0.13.20] ShinyBob_v0.13.6 & v0.14.3

Huh. Getting this error when trying to startup with the mod https://drive.google.com/open?id=0B8CgG ... 2RvbldxVk0
I got no clue what is causing it :?
by DUMBHA
Fri Sep 16, 2016 11:33 pm
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 63632

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

Welp. Newest update as of this post for Angel's refining mod combined with bob's mods kind of broke this mod. Because those two mods make a bunch of Bob's recipes take purified water instead of normal water but GDIW's recipes still take normal water. This also includes cracking recipes for some reas...
by DUMBHA
Fri Aug 26, 2016 4:01 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 337691

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.3.2

No idea if this has been asked/said before. But any possibility of making a new crafting menu category for the stuff added by this mod like treefarm does? No clue how much work it would take though.
And sorry if this has been asked before and turned down or something.
by DUMBHA
Wed Aug 17, 2016 9:43 am
Forum: Mods
Topic: [MOD 0.13.x] Advanced Personal Defense
Replies: 40
Views: 20674

Re: [MOD 0.13.x] Advanced Personal Defense

Whoops your right. I checked again with all mods turned off and it was unaffected by upgrades. Alright looks like I need to go mod hunting. gimme a bit. [Edit] Alright found the culprit. Turns out I had installed https://mods.factorio.com/mods/Doomquill/Personal%20Laser%20Turret And completely forgo...
by DUMBHA
Mon Aug 15, 2016 7:56 am
Forum: Mods
Topic: [MOD 0.13] Flytox - insecticide for alien
Replies: 21
Views: 9895

Re: [MOD 0.13] Flytox - insecticide for alien

Yep just checked. no more friendly fire from toxin. Thanks for the fast fix :D
by DUMBHA
Mon Aug 15, 2016 7:18 am
Forum: Mods
Topic: [MOD 0.13] Flytox - insecticide for alien
Replies: 21
Views: 9895

Re: [MOD 0.13] Flytox - insecticide for alien

No idea why, but after the latest update my flytox towers started damaging my laser towers. Anyone else getting this?
by DUMBHA
Sun Aug 14, 2016 3:53 am
Forum: Mods
Topic: [MOD 0.13.x] Advanced Personal Defense
Replies: 40
Views: 20674

Re: [MOD 0.13.x] Advanced Personal Defense

Posted this on mod portal, but posting here in case you don't manage to get around checking that. After a quick check in sandbox mode, I found that the Mk1/vanilla Personal Laser Defense is affected by the laser tower damage/speed upgrades while your Mk2 one is not,so the Mk1 ends up being better th...
by DUMBHA
Fri Jul 29, 2016 12:57 pm
Forum: Mods
Topic: [MOD 0.13.x] Double Furnace
Replies: 9
Views: 12562

Re: [MOD 0.12.x] Double Furnace

Alright thanks :D
by DUMBHA
Fri Jul 29, 2016 12:54 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1366927

Re: Bugs & FAQ

Huh... I can't seem to find the tech that unlocks the hydro plant mk2 anywhere. Could someone tell me what tech it is tied to :?:
by DUMBHA
Mon Jul 25, 2016 11:19 pm
Forum: Mods
Topic: [MOD 0.13.x] Double Furnace
Replies: 9
Views: 12562

Re: [MOD 0.12.x] Double Furnace

I second the above wish^
Though a simple I'm done with the mod have someone else update it would also suffice if that's the case.
by DUMBHA
Fri Jul 22, 2016 11:05 am
Forum: Gameplay Help
Topic: how do you find stone ?
Replies: 5
Views: 8277

Re: how do you find stone ?

Try raising the frequency for rock deposits on the map gen screen and see if that helps. It fixed it for me but I'm not sure if it was fluke or actually fixes the lack of rock spawning.
by DUMBHA
Fri Jul 22, 2016 10:58 am
Forum: General discussion
Topic: viability of no-stone start
Replies: 6
Views: 4160

Re: viability of no-stone start

I found that raising the frequency for rock on the map creation screen solved my rock spawning problem. you could try that and see if it helps.
by DUMBHA
Sat Jul 16, 2016 8:42 pm
Forum: Gameplay Help
Topic: Achievement`s avaible if a Mod is active ?
Replies: 5
Views: 3869

Re: Achievement`s avaible if a Mod is active ?

Steam achievements are disabled when using any mod, while in-game achievements are still unlockable
So It really only matters if you want the steam achievements. (edit) curses. Ninja'd
by DUMBHA
Mon Jun 13, 2016 12:20 pm
Forum: Mods
Topic: [MOD 0.12.X] Utilities N' More 0.0.5
Replies: 7
Views: 5908

Re: [MOD 0.12.X] Utilities N' More 0.0.5

Pretty cool mod. though the science cost of some the the later techs in it are a bit TOO hardcore IMO.
Unless you designed that stuff for the post first rocket launch just building more stuff stage of the game. In which case the cost is somewhat understandable.
by DUMBHA
Wed Jun 08, 2016 4:12 am
Forum: Mods
Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
Replies: 38
Views: 28117

Re: [MOD 0.12.30] Automatic Belt (and pipe) Planner v0.7.0

Ah yeah pipe support. Thanks for the awesome mod :D

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