FYI: Another change is he doesn't have ScienceCostTweaker, because I can see his recipes for red and green research packs are vanilla.Mr. Tact wrote:I was watching Nilaus play this and he started on grass instead of desert ... Is this the result of one of the additional mods he is using?
Search found 66 matches
- Sat Nov 11, 2017 3:04 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1122965
Re: [0.15] Sea Block Pack 0.1.6
- Fri Nov 10, 2017 8:08 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1122965
Re: [0.15] Sea Block Pack 0.1.6
Short Answer: From the main menu, click Options, then click Mods, then click Reset. Thanks for that. I didn't know about the options->mods menu. Meanwhile I had removed the ScienceCostTweaker mod and started again. It's all good. ...if you have previously run ScienceCostTweaker without sea block th...
- Fri Nov 10, 2017 3:42 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1122965
Re: [0.15] Sea Block Pack 0.1.6
that's insane ... you have to make so many stuff to just research sniper turrets? :/ i think that's unbalanced Um, if you think that's insane, you should look ahead to the FTL technologies. In my build (and maybe I set it up wrong) each of the FTL techs costs 40k or so of every science pack. I like...
- Mon Nov 06, 2017 12:38 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1122965
Re: [0.15] Sea Block Pack 0.1.6
How do you do military research? I've made the science packs but I'm having a hard time finding a research lab that will take them as input. I had that question as well. The only way I've found is to research "Advanced Electronics" which gets you a "Full Spectrum Atomics Lab". T...
- Tue Oct 31, 2017 7:44 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1122965
Re: [0.15] Sea Block Pack 0.1.6
Only 150 hours?? I'm already 50 hours into my game, and only have the T1 and T2 metals automated. And crappily at that. You must have had a plandraziel wrote: That was a long game :/
- Mon Oct 30, 2017 10:36 pm
- Forum: Mods
- Topic: I think I've modded myself into an autoloss
- Replies: 9
- Views: 6706
Re: I think I've modded myself into an autoloss
I love this post. I have no idea what the answer to your question is, but the notion of an unwinnable start is appealing in a masochistic sort of way. A couple of years ago I was playing Dytech, which was totally winnable. But I got off to too slow a start. As the evolution factor grew and I started...
- Thu Jun 08, 2017 9:27 am
- Forum: Not a bug
- Topic: [0.15.17] Blueprint delete order expires, build order doesn'
- Replies: 6
- Views: 2988
Re: [0.15.17] Blueprint delete order expires, build order doesn'
Thank you. And please excuse my sometimes thin-skinned nature. This exchange has reminded my why I retired.
- Thu Jun 08, 2017 1:55 am
- Forum: Not a bug
- Topic: [0.15.17] Blueprint delete order expires, build order doesn'
- Replies: 6
- Views: 2988
Re: [0.15.17] Blueprint delete order expires, build order doesn'
Sorry for the noise. Ya know. Screw that. I withdraw that. This: A bug is when something we've written doesn't work as we intended it to. Not "I want the behavior changed". is a snide rebuke. One that was not deserved. I have never spent time on these forums whining that the game isn't wh...
- Wed Jun 07, 2017 11:21 pm
- Forum: Not a bug
- Topic: [0.15.17] Blueprint delete order expires, build order doesn'
- Replies: 6
- Views: 2988
Re: [0.15.17] Blueprint delete order expires, build order doesn'
Cool, cool. Thanks for the prompt feedback
p.s. There is no way for any of us to know if it is working as you intended it to. Thus the sometimes extraneous bug reports. Sorry for the noise.
p.s. There is no way for any of us to know if it is working as you intended it to. Thus the sometimes extraneous bug reports. Sorry for the noise.
- Wed Jun 07, 2017 9:19 pm
- Forum: Not a bug
- Topic: [0.15.17] Blueprint delete order expires, build order doesn'
- Replies: 6
- Views: 2988
[0.15.17] Blueprint delete order expires, build order doesn'
I <ctrl>-clicked a blueprint (which marks logs and trees for deletion), left the area, then came back with construction bots hours later. I was puzzled to see them hovering over build sites, then realized the red X was missing on each tree or log that had bots hovering over it. I suspect the delete ...
- Fri May 05, 2017 7:05 pm
- Forum: Duplicates
- Topic: 0.15.7 Engine not loading fuel.
- Replies: 5
- Views: 1992
Re: 0.15.7 Engine not loading fuel.
A restart was needed. Thank you.
- Fri May 05, 2017 6:57 pm
- Forum: Duplicates
- Topic: 0.15.7 Engine not loading fuel.
- Replies: 5
- Views: 1992
Re: 0.15.7 Engine not loading fuel.
Thanks much. I'm curious why I'm behind a version. Maybe 15.8 isn't pushed to Steam yet...
- Fri May 05, 2017 6:54 pm
- Forum: Duplicates
- Topic: 0.15.7 Engine not loading fuel.
- Replies: 5
- Views: 1992
0.15.7 Engine not loading fuel.
As of 15.7 none of my engines are loading fuel. At first I thought it was a problem with new trains, but the existing trains are slowly running out. Anyone else seeing this?
- Tue Sep 13, 2016 10:14 am
- Forum: Mods
- Topic: [MOD 0.14] Flux's Expensive Technology
- Replies: 23
- Views: 35771
Re: [MOD 0.14] Flux's Expensive Technology
There may be an unintended consequence... It's tricky to fix though. Part of the reason this mod works with most others is that it is strictly algorithmic. There is no hand-tweaking or exception table built in. It doesn't have tunings like "if the research is follower-robot-count, then reduce ...
- Sat Aug 27, 2016 5:19 am
- Forum: Mods
- Topic: [MOD 0.14] Flux's Expensive Technology
- Replies: 23
- Views: 35771
Re: [MOD 0.12.22] Expensive Technology
I bumped the version to 0.14. No other changes. Let me know if you need one specifically for 13, I'll see if there is a way to do that simply.
- Fri Jul 08, 2016 7:21 am
- Forum: Mods
- Topic: [MOD 0.14] Flux's Expensive Technology
- Replies: 23
- Views: 35771
Re: [MOD 0.12.22] Expensive Technology
Thank you! I'll do that sometime soon. (next couple days I hope)hoho wrote:...added to info.json ...Code: Select all
"factorio_version": "0.13"
- Fri Jul 08, 2016 3:05 am
- Forum: Mods
- Topic: [MOD 0.14] Flux's Expensive Technology
- Replies: 23
- Views: 35771
Re: [MOD 0.12.22] Expensive Technology
Transfer? What do you mean? Does it not work in 13? Or is there something else?
- Fri Jan 29, 2016 10:26 am
- Forum: Mods
- Topic: [MOD 0.13.x] No Hand Crafting (0.13.0)
- Replies: 54
- Views: 77113
Re: [MOD 0.12.x] No Hand Crafting (0.12.2)
I'm enjoying the heck out of this mod. Thank you for it!
- Thu Jan 28, 2016 5:46 pm
- Forum: Mods
- Topic: [MOD 0.14] Flux's Expensive Technology
- Replies: 23
- Views: 35771
Re: [MOD 0.12.2] Expensive Technology
I can throw you a list of mods. Wow! That is quite the list of mods. Anyway, yes, there is a cycle in the tech tree. A technology called "adv-com-drones" has itself as a prerequisute either directly or through some chain of techs. Here is an updated version of my mod which gets past this ...
- Thu Jan 28, 2016 7:05 am
- Forum: Mods
- Topic: [MOD 0.14] Flux's Expensive Technology
- Replies: 23
- Views: 35771
Re: [MOD 0.12.2] Expensive Technology
Which mods are you using? It doesn't do that on vanilla 0.12.22. The techs are updated by recursive descent, so a very deep tech tree (or a cyclic one) might cause this.Airat9000 wrote:Stack Overflow