Search found 23 matches
- Tue Oct 11, 2016 12:11 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 25045
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.
- Thu Oct 06, 2016 4:07 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 170270
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
- Thu Sep 22, 2016 3:44 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 345141
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.
- Wed Sep 21, 2016 9:30 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 345141
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
As right now mine don't have any resistances. Which means the aliens keep breaking all my rails
- Tue Sep 20, 2016 5:04 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 143984
Re: [MOD 0.13.20] ShinyBob_v0.13.6 & v0.14.4
Alright newest update fixed my error. thanks for the update
- Mon Sep 19, 2016 11:13 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 143984
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
I got no clue what is causing it
- Fri Sep 16, 2016 11:33 pm
- Forum: Mods
- Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
- Replies: 26
- Views: 64050
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...
- Fri Aug 26, 2016 4:01 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 345141
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.
And sorry if this has been asked before and turned down or something.
- Wed Aug 17, 2016 9:43 am
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 20956
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...
- Mon Aug 15, 2016 7:56 am
- Forum: Mods
- Topic: [MOD 0.13] Flytox - insecticide for alien
- Replies: 21
- Views: 10101
Re: [MOD 0.13] Flytox - insecticide for alien
Yep just checked. no more friendly fire from toxin. Thanks for the fast fix
- Mon Aug 15, 2016 7:18 am
- Forum: Mods
- Topic: [MOD 0.13] Flytox - insecticide for alien
- Replies: 21
- Views: 10101
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?
- Sun Aug 14, 2016 3:53 am
- Forum: Mods
- Topic: [MOD 0.13.x] Advanced Personal Defense
- Replies: 40
- Views: 20956
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...
- Fri Jul 29, 2016 12:57 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Double Furnace
- Replies: 9
- Views: 12697
Re: [MOD 0.12.x] Double Furnace
Alright thanks
- Fri Jul 29, 2016 12:54 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1416290
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
- Mon Jul 25, 2016 11:19 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Double Furnace
- Replies: 9
- Views: 12697
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.
Though a simple I'm done with the mod have someone else update it would also suffice if that's the case.
- Fri Jul 22, 2016 11:05 am
- Forum: Gameplay Help
- Topic: how do you find stone ?
- Replies: 5
- Views: 8624
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.
- Fri Jul 22, 2016 10:58 am
- Forum: General discussion
- Topic: viability of no-stone start
- Replies: 6
- Views: 4334
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.
- Sat Jul 16, 2016 8:42 pm
- Forum: Gameplay Help
- Topic: Achievement`s avaible if a Mod is active ?
- Replies: 5
- Views: 3953
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
So It really only matters if you want the steam achievements. (edit) curses. Ninja'd
- Mon Jun 13, 2016 12:20 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Utilities N' More 0.0.5
- Replies: 7
- Views: 6015
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.
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.
- Wed Jun 08, 2016 4:12 am
- Forum: Mods
- Topic: [MOD 0.16] Automatic Belt (and pipe) Planner v0.12.0
- Replies: 38
- Views: 29168
Re: [MOD 0.12.30] Automatic Belt (and pipe) Planner v0.7.0
Ah yeah pipe support. Thanks for the awesome mod