Search found 23 matches

by Kiapha
Tue Nov 25, 2014 8:56 am
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 68465

Re: [MOD 0.11.3] Replicators 0.2.1

Ok, a few more suggestions here: I found that the game works a lot better if you can replicate crude oil, though it seems a little low cost, similar to the lubricant. Both need balancing which I suck at. Rare earth replication does not seem too unbalanced as long as you set a high time on it - I hav...
by Kiapha
Tue Nov 25, 2014 3:00 am
Forum: Mods
Topic: [MOD 0.11.3] Cursed Exp - v0.0.7
Replies: 25
Views: 25225

Re: [MOD 0.11.3] Cursed Exp - v0.0.7

Dytech does indeed work, at least for me. And replicators seems to work just fine as well alongside your mod, at least for me -- I have been playing with no resources except rare earth and using replicators to do everything. I have had a few errors, but I believe those are more due to me doing funky...
by Kiapha
Mon Nov 24, 2014 2:33 pm
Forum: Mods
Topic: [MOD 0.11.3] Cursed Exp - v0.0.7
Replies: 25
Views: 25225

Re: [MOD 0.11.3] Cursed Exp - v0.0.6

Seems I broke it again. I have two blood tanks connected together at an outpost to try to harvest blood at high speed. The outermost is fine, but when I mine the one on the inside of the outpost I get an error. "\Cursed-Exp_0.0.6|control.lua:614:attempt to index field '?'(a nil value)" Oth...
by Kiapha
Mon Nov 24, 2014 2:09 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 66872

Re: [MOD 0.11.x] Force Fields - energy powered walls

What I like to do is I build a line of power from my base forward and set up a shielded outpost, set three sides to one-thick with two parallel walls having 'prongs' of wall 5+ outside the fourth wall acting sort of as a funnel. Set the wall between those to three thick, then as you kill things trap...
by Kiapha
Mon Nov 24, 2014 12:41 am
Forum: Mods
Topic: [MOD 0.12.x] Force Fields - energy powered walls
Replies: 93
Views: 66872

Re: [MOD 0.11.x] Force Fields - energy powered walls

I recall another mod very similar to this one before. Something it had that this seems to lack according to the picture is that you could create walls thicker than just one. Would it be possible for you to add a thickness setting as well? That would make it much more useful, in my opinion.
by Kiapha
Fri Nov 21, 2014 10:18 pm
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 68465

Re: [MOD 0.11.3] Replicators 0.2.1

Very nice mod, though I would agree with the question of "Where is the oil?" -- we can make ore and stone before we can make plates and bricks, so why not add in crude oil at tier 2? Also, I think you should have an option for rare earth replication at a high cost. Very nice possibilities ...
by Kiapha
Fri Nov 21, 2014 10:11 pm
Forum: Mods
Topic: [MOD 0.11.3] Cursed Exp - v0.0.7
Replies: 25
Views: 25225

Re: [MOD 0.11.3] Cursed Exp - v0.0.4

Thanks for the quick patch, I will check it out after work and see if I can find anything else. Looks interesting, certainly want to see how it plays.
by Kiapha
Fri Nov 21, 2014 8:35 pm
Forum: Mods
Topic: [MOD 0.11.3] Cursed Exp - v0.0.7
Replies: 25
Views: 25225

Re: [MOD 0.11.3] Cursed Exp - v0.0.3

Keep getting an error when trying to load an old world with this mod active. Does it only work on new games?
"Error while running the event handler: ...\Factorio\mods\Cursed-Exp_0.0.3|control.lua:467: attempt to index field '?' (a nil value)"
by Kiapha
Sun May 25, 2014 9:57 pm
Forum: Mods
Topic: [MOD 0.10.x] Robocharge - Robot Charging Station
Replies: 42
Views: 32983

Re: [MOD 0.9.x] Robocharge - Robot Charging Station

I would actually recommend 10 steel, 15 copper, 15 normal and advanced circuits, with an optional package that boosts roboport cost to 100 steel, 75 advanced circuits, 25 normal circuits, and whatever the normal amount of gears is. 10 of each circuit is a bit too low I am finding.
by Kiapha
Sun May 25, 2014 7:02 pm
Forum: Mods
Topic: [MOD 0.10.x] Robocharge - Robot Charging Station
Replies: 42
Views: 32983

Re: [MOD 0.9.x] Robocharge - Robot Charging Station

I changed it to 10 steel, 15 copper, 10 electronic circuit, 10 advanced circuit. Seemed kinda odd to use so many advanced circuits for it that I could almost build a full roboport if I could build one. (Always have issues with the adv circuits, so that was the main thing causing issues) I find that ...
by Kiapha
Sun May 25, 2014 1:09 am
Forum: Mods
Topic: [MOD 0.10.x] Robocharge - Robot Charging Station
Replies: 42
Views: 32983

Re: [MOD 0.9.x] Robocharge - Robot Charging Station

Thank you very much for this mod. My robots love you, and are no longer dying like flys waiting to recharge. I did reduce the number of adv circuits though, seems a bit high for a small charging station.
by Kiapha
Mon May 19, 2014 8:40 am
Forum: Modding help
Topic: Problems with locale at startup
Replies: 1
Views: 810

Problems with locale at startup

I have been trying a number of things lately, and having the oddest issues. If I so much as touch any locale file, it no longer loads up properly. I have no idea why, even if I delete and replace one letter and resave, it begins crashing on startup. Error: E:/Downloads\Factorio\Factorio_0.9.8.9400\m...
by Kiapha
Wed May 14, 2014 2:04 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 86055

Re: Attacking biters with turrets makes all weapons pointles

And the electric poles... don't you think it's really cheesy that a player can get away with such a glaring weakness? It's like a tank with a giant air balloon on its back that would explode the tank if hit. Biters should really be able to attack such a high priority target. To get around that weak...
by Kiapha
Tue May 13, 2014 7:04 pm
Forum: General discussion
Topic: Can trees be replanted?
Replies: 12
Views: 3011

Re: Can trees be replanted?

Yep, grab deconstruction planner, click and drag a big red box and bots remove everything you dragged the box around.
by Kiapha
Tue May 13, 2014 11:34 am
Forum: General discussion
Topic: Can trees be replanted?
Replies: 12
Views: 3011

Re: Can trees be replanted?

Not that I have seen in the base game, however there is the treefarm mod, which not only allows automated tree farming, but also planting of seedlings anywhere on the map, allowing you to create your own forests.
by Kiapha
Tue May 13, 2014 9:50 am
Forum: General discussion
Topic: 20k sells
Replies: 20
Views: 5208

Re: 20k sells

Gotta love word of mouth advertising eh? Once you get a bunch of people telling their friends, said friends buy the game. Then they tell their friends. Next thing you know, you have a stream of new people who each end of bringing in new people. The trailer seems to have been a good kickstart to the ...
by Kiapha
Tue May 13, 2014 8:45 am
Forum: Implemented Suggestions
Topic: Using stone for land reclamation
Replies: 11
Views: 11866

Re: Using stone for land reclamation

That depends on what mods you use, and how heavily you fortify. I think you should be able to use stone or wood to reclaim land, as well as iron or steel to build bridges. That would allow plenty of different options even with stone-hungry mods installed.
by Kiapha
Tue May 13, 2014 8:18 am
Forum: Mods
Topic: [MOD 0.11.x] Resource-Monitor-Mod v0.5.2
Replies: 105
Views: 101054

Re: [MOD 0.9.x] Resource-Monitor-Mod v0.2.0

Sorry to bug you so soon after a bugfix, but... You appear to have copies of anti-pollution mod items within this mod that do not do anything, just files in the prototypes folder and migration folder. Additionally, depletion is misspelled as depleation in multiple places. Moving the window to the si...
by Kiapha
Tue May 13, 2014 5:46 am
Forum: Balancing
Topic: Attacking biters with turrets makes all weapons pointless
Replies: 233
Views: 86055

Re: Attacking biters with turrets makes all weapons pointles

Perhaps have it so the default is the pheromone-controlled mostly-neutral, then have moddable behaviors such as "Target" "Follow" "Attack" where they might target certain types of buildings (fast biters vs power poles anyone? Or perhaps big biters vs turrets with small ...
by Kiapha
Mon May 12, 2014 6:46 am
Forum: Ideas and Suggestions
Topic: Multiple turret types/general turret rebalance
Replies: 8
Views: 3931

Re: Multiple turret types/general turret rebalance

Personally, I think that for the electrical defenses, you should start with something ground-based such as an electrified floor for short-range but high damage. From there, consider going to a tesla-coil or a laser. Both lose damage potential based on range, though laser works at a much longer range...

Go to advanced search