Search found 66 matches
- Wed Apr 06, 2016 11:47 am
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 40351
Re: [MOD 0.12.x] Rescaled Evolution Factor
I dont think time should be an absolute evolution factor. Rather pollution should have 2 thresholds. Below X pollution and evolution will decrease over time. The further below that threshold the bigger the evolution decrease rate. Above Y pollution evolution factor is increasing and the further ...
- Sun Apr 03, 2016 3:17 pm
- Forum: Mods
- Topic: [MOD 0.12] Hazzard's Gravestone Mod
- Replies: 34
- Views: 44710
Re: [MOD 0.12] Hazzard's Gravestone Mod
concluding:
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some
Aha, this explains why a bunch of my stuff went missing earlier tonight.
Someone sent me a private message
" gravestone-mod_2.0 ...
technically it is compatible, it will not crash your game
however, as Murlocking pointed out, depending on how much stuff you carrry, you may lose some
Aha, this explains why a bunch of my stuff went missing earlier tonight.
Someone sent me a private message
" gravestone-mod_2.0 ...
- Sat Apr 02, 2016 12:40 pm
- Forum: Mods
- Topic: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)
- Replies: 21
- Views: 32574
Re: [0.12.11+] Automated Red Alert Harvesters 0.1.1 (Unofficial)
Hey! Currently I am getting an error while placing either the refinery or the harvester, any help would be appreciated!
Error while running the event handler: __Harvester-mod__/refinery.lua:186: Map doesn't contain 1 player, this function can't be used
This mean it doesn't work in multiplayer ...
Error while running the event handler: __Harvester-mod__/refinery.lua:186: Map doesn't contain 1 player, this function can't be used
This mean it doesn't work in multiplayer ...
- Sat Apr 02, 2016 12:31 pm
- Forum: Mods
- Topic: [MOD 0.12] Hazzard's Gravestone Mod
- Replies: 34
- Views: 44710
Re: [MOD 0.12] Hazzard's Gravestone Mod
MOD - larger inventories? Which increases the capacity of the character?
YES, with this mod all compatible.
Funny you say yes because it's actually NOT.
It will work but if you die with a full inventory and you're also using Extra Toolbelts mod you will lose a lot of stuffs, happened twice to ...
YES, with this mod all compatible.
Funny you say yes because it's actually NOT.
It will work but if you die with a full inventory and you're also using Extra Toolbelts mod you will lose a lot of stuffs, happened twice to ...
- Tue Mar 29, 2016 12:58 am
- Forum: Modding help
- Topic: How does 'emission' (pollution) and speed are calculated?
- Replies: 1
- Views: 1374
Re: How does 'emission' (pollution) and speed are calculated?
Edited main post to add more information ...
- Mon Mar 28, 2016 11:41 pm
- Forum: Modding help
- Topic: Making a recipe only usable in Assembler
- Replies: 2
- Views: 1596
Re: Making a recipe only usable in Assembler
Thank you so much!
That's exactly what I needed and I love the way you explain it to me
Cheers!
That's exactly what I needed and I love the way you explain it to me

Cheers!

- Mon Mar 28, 2016 5:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Rescaled Evolution Factor
- Replies: 63
- Views: 40351
Re: [MOD 0.12.x] Rescaled Evolution Factor
As far as balance goes, I agree this seems to hit hardest mid game, perhaps put more weight on time and bases killed and less on pollution (especially since pollution already causes them to attack).
Story:
Mid game was trying to get my first expansion and was at about 60% evolution factor, didn't ...
Story:
Mid game was trying to get my first expansion and was at about 60% evolution factor, didn't ...
- Mon Mar 28, 2016 2:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Toxic Jungle
- Replies: 30
- Views: 27685
Re: [MOD 0.12.x] Toxic Jungle
Any retroactive forest generation is gonna lock in your base though, so thats not really an issue. And if you want different trees then just do that. Grab a random number in the range of the number of trees and use that to choose a tree for placement.
You can easily omit an area centered around ...
You can easily omit an area centered around ...
- Mon Mar 28, 2016 1:43 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Toxic Jungle
- Replies: 30
- Views: 27685
Re: [0.12.x] Toxic Jungle
If you want to retro gen forrest look at the wiki page for console commands. There is an example that gives code you can copy/paste that will create a field of ore deposits. You should be able to alter the entity spawned with trees to get the retro gen effect you want.
That would only spawn one ...
That would only spawn one ...
- Mon Mar 28, 2016 1:40 pm
- Forum: Modding help
- Topic: How does 'emission' (pollution) and speed are calculated?
- Replies: 1
- Views: 1374
How does 'emission' (pollution) and speed are calculated?
I've been working on reviving a mod and I added a pollution emission to the entity but I don't seem to understand fully how some of the values are calculated.
How do you calculate the emission value?
I'm currently have these values in the .lua file.
effectivity = 0.70,
emissions = 0.0265,
fuel ...
How do you calculate the emission value?
I'm currently have these values in the .lua file.
effectivity = 0.70,
emissions = 0.0265,
fuel ...
- Mon Mar 28, 2016 1:25 pm
- Forum: Modding help
- Topic: Making a recipe only usable in Assembler
- Replies: 2
- Views: 1596
Making a recipe only usable in Assembler
I downloaded Bob's Enemies and I wanted to modify a recipe for personal use.
The current recipe is 25 small artifacts for 1 Alien Artifact but I wanted to change the recipe so it can only be made in an Assembler to make it a bit less OP.
Using some power to convert the Artifacts only seems logical ...
The current recipe is 25 small artifacts for 1 Alien Artifact but I wanted to change the recipe so it can only be made in an Assembler to make it a bit less OP.
Using some power to convert the Artifacts only seems logical ...
- Mon Mar 28, 2016 1:17 am
- Forum: Mods
- Topic: [mod 0.12.4]AdvancedEquipment v0.4.0
- Replies: 53
- Views: 56086
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
You forgot to change the version in the config.lua but it's no biggy
ex: global.version = "0.4.1"
Not crashing anymore!

ex: global.version = "0.4.1"
Not crashing anymore!
- Mon Mar 28, 2016 12:01 am
- Forum: Mods
- Topic: [mod 0.12.4]AdvancedEquipment v0.4.0
- Replies: 53
- Views: 56086
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Thank you @Fatmice !

EDIT: I see the call to remote.add_interface now that you made to enable or disable the GUI.
I'm not really a coder but that was kinda obvious, not sure how i missed that
That's pretty neat!

EDIT: I see the call to remote.add_interface now that you made to enable or disable the GUI.
I'm not really a coder but that was kinda obvious, not sure how i missed that

That's pretty neat!
- Sun Mar 27, 2016 11:51 pm
- Forum: Mods
- Topic: [MOD 0.16] Swarm 1.2.0
- Replies: 30
- Views: 56219
Re: [MOD 0.12.29] Swarm 1.0.1
Hello, could you add support for 5dim's Mod enemies too please?
It doesn't seem to spawn any "Swarm" with these 2 mods together since 5dim's Mod add their own enemies.
Here's a link to the download page for that mod if you're willing to integrate support!
http://5dimmod.com/mod-battlefield.php ...
It doesn't seem to spawn any "Swarm" with these 2 mods together since 5dim's Mod add their own enemies.
Here's a link to the download page for that mod if you're willing to integrate support!
http://5dimmod.com/mod-battlefield.php ...
- Sun Mar 27, 2016 11:49 pm
- Forum: 5dim's mod
- Topic: Ideas and suggestions
- Replies: 39
- Views: 37975
Re: Ideas and suggestions
I am working on a list of ideas and suggestions but for now, the most important seems to be this one.
I Would love if you could separate Battlefield in 2 separate modules instead of integrating Weapons (defense) and Enemies.
If they were separated It would solve a lot of problem with mods ...
I Would love if you could separate Battlefield in 2 separate modules instead of integrating Weapons (defense) and Enemies.
If they were separated It would solve a lot of problem with mods ...
- Sun Mar 27, 2016 9:45 pm
- Forum: Mods
- Topic: [MOD 0.16] Swarm 1.2.0
- Replies: 30
- Views: 56219
Re: [MOD 0.12.22] Swarm 1.0.0
Hello, could you add support for 5dim's Mod enemies too please?
It doesn't seem to spawn any "Swarm" with these 2 mods together since 5dim's Mod add their own enemies.
Here's a link to the download page for that mod if you're willing to integrate support!
http://5dimmod.com/mod-battlefield.php ...
It doesn't seem to spawn any "Swarm" with these 2 mods together since 5dim's Mod add their own enemies.
Here's a link to the download page for that mod if you're willing to integrate support!
http://5dimmod.com/mod-battlefield.php ...
- Sun Mar 27, 2016 9:05 pm
- Forum: Mods
- Topic: [mod 0.12.4]AdvancedEquipment v0.4.0
- Replies: 53
- Views: 56086
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
An error popped after dying "Error while running the event handler: __AdvancedEquipement__/control.lua:75: attempt to index field 'character' (a nil value)
Here's there part about it in the config.lua
if player.character.health < 100 then
local health=player.character.health
local healthint ...
Here's there part about it in the config.lua
if player.character.health < 100 then
local health=player.character.health
local healthint ...
- Sun Mar 27, 2016 8:30 pm
- Forum: Mods
- Topic: [mod 0.12.4]AdvancedEquipment v0.4.0
- Replies: 53
- Views: 56086
Re: [mod 0.12.4]AdvancedEquipment v0.4.0
Here is my own update of this mod. I ported the control.lua to work with 0.12.26 (much thanks to Rseding91 for optimization inputs). You should see healing circle now if you get damaged. I also tweaked the equipment values. They should now be "worth" their value without being too OP. This should ...
- Sun Mar 27, 2016 8:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Toxic Jungle
- Replies: 30
- Views: 27685
Re: [0.12.x] Toxic Jungle
Does it work on old maps?
And if it doesn't, can you think of anyway to have the mod retro-gen (via commands)?
I don't think it should be that much trouble, you can probably take an example at Bob's Ores, he has a command integrated that allows him to retrogen the ores after a map has been ...
And if it doesn't, can you think of anyway to have the mod retro-gen (via commands)?
I don't think it should be that much trouble, you can probably take an example at Bob's Ores, he has a command integrated that allows him to retrogen the ores after a map has been ...
- Sun Mar 27, 2016 6:42 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Toxic Jungle
- Replies: 30
- Views: 27685
Re: [0.12.x] Toxic Jungle
Does it work on old maps?
And if it doesn't, can you think of anyway to have the mod retro-gen (via commands)?
I don't think it should be that much trouble, you can probably take an example at Bob's Ores, he has a command integrated that allows him to retrogen the ores after a map has been created ...
And if it doesn't, can you think of anyway to have the mod retro-gen (via commands)?
I don't think it should be that much trouble, you can probably take an example at Bob's Ores, he has a command integrated that allows him to retrogen the ores after a map has been created ...