Search found 28 matches

by Officer Joe Balogna
Mon Feb 19, 2018 3:42 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 832
Views: 194363

Re: [MOD 0.14] AAI Programmable Vehicles

That's odd because aliens attack trains too. And power poles and turrets come to think of. They certainly don't have players in them. If I remember correctly, aliens only attack things like power poles if they bump into them on their way to destroy sources of pollution. If that weren't the case, th...
by Officer Joe Balogna
Mon Feb 12, 2018 2:26 pm
Forum: Gameplay Help
Topic: Is 20% evolution normal for 5 hours gameplay?
Replies: 11
Views: 3672

Re: Is 20% evolution normal for 5 hours gameplay?

Thank you for the input, guys. It seems 20% IS normal, I just didn't remember it.
by Officer Joe Balogna
Mon Feb 12, 2018 6:45 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91252

Re: [MOD 0.13.17+] Rampant - 0.16.20

Hello! I love this mod, but I keep encountering a problem, which I believe may be caused by this. Every world I make, the biters evolve insanely fast; faster than I can reasonably keep pace with. For instance, I've only played for 5 hours on one world, and the biters are already 25% evolved. I check...
by Officer Joe Balogna
Mon Feb 12, 2018 6:41 am
Forum: Gameplay Help
Topic: Is 20% evolution normal for 5 hours gameplay?
Replies: 11
Views: 3672

Re: Is 20% evolution normal for 5 hours gameplay?

are you aggressively killing biter nests? https://wiki.factorio.com/Enemies#Evolution as for mods, check if they affect evolution rates. I checked the settings, the time and pollution factors are about the same as vanilla, and the nest-destruction factor was drastically reduced. I haven't even been...
by Officer Joe Balogna
Mon Feb 12, 2018 5:53 am
Forum: Gameplay Help
Topic: Is 20% evolution normal for 5 hours gameplay?
Replies: 11
Views: 3672

Is 20% evolution normal for 5 hours gameplay?

So, I am playing heavily modded Factorio, and every playthrough I struggle endlessly to keep up with the biters. As of right now, with only 5 hours of gameplay, the biters are rapidly growing in strength! I want to know if this is the result of vanilla factorio, or the result of modding?
by Officer Joe Balogna
Sun Feb 11, 2018 11:17 pm
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 143762

Re: MOD [ 0.16.x] Bio-Industries 2.1.4

I just created a completely self sustaining wood farm, which produces 30.6 wood per second, which gets converted to 15.36 coal coke per second. With 15.36 coal coke per second, I can power 465 steam engines, which produces 418MW of energy! Who needs nuclear? 9d271ce044df8d8952c7a7922c0377191fd4b1048...
by Officer Joe Balogna
Sat Feb 10, 2018 12:23 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 832
Views: 194363

Re: [MOD 0.14] AAI Programmable Vehicles

I have yet another issue, as well. Player-spawned nests are not detected by scanners, only naturally generated ones are.
by Officer Joe Balogna
Fri Feb 09, 2018 5:23 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 832
Views: 194363

Re: [MOD 0.14] AAI Programmable Vehicles

I've noticed a few problems with the AAI mods, I was wondering if you could help me out. Whenever I remotely control and send chaingunner vehicles to some far away nest, I often get bad lag spikes as soon as they approach enemy nests. Another issue I have is that chaingunners pick up both alien arti...
by Officer Joe Balogna
Mon Feb 05, 2018 11:14 pm
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 143762

Re: MOD [ 0.16.x] Bio-Industries 2.1.3

I updated your mod, and tried it again, but got the exact same results.

http://steamcommunity.com/sharedfiles/f ... 1292884198
by Officer Joe Balogna
Mon Feb 05, 2018 12:13 am
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 143762

Re: MOD [ 0.16.x] Bio-Industries 2.1.2

There seems to be an issue with seed bombs. The fertilizer seed bomb only applies a very tiny amount of fertilizer to the area, and the advanced fertilizer seed bomb also applies a very tiny amount of advanced fertilizer. Because of this, very few trees are produced at all. This was the result of an...
by Officer Joe Balogna
Fri Feb 02, 2018 11:01 pm
Forum: Duplicates
Topic: 0.16.21 Crash upon loading previous save
Replies: 4
Views: 367

Re: 0.16.21 Crash upon loading previous save

I see that my save is already working again, in less than 24 hours after the report. I am incredibly impressed with you developers, thank you.
by Officer Joe Balogna
Fri Feb 02, 2018 6:07 am
Forum: Duplicates
Topic: 0.16.21 Crash upon loading previous save
Replies: 4
Views: 367

0.16.21 Crash upon loading previous save

Steps to produce: 1: Launch Factorio 2: Try to load any save that existed before the recent update 3: Game crashes when the loading bar is full. Every attempt to load a previous save results in the same crash. Generating new worlds does not result in a crash. Relevant Files: https://www.dropbox.com/...
by Officer Joe Balogna
Sun Jan 28, 2018 5:10 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant - 0.17.28
Replies: 535
Views: 91252

Re: [MOD 0.13.17+] Rampant - 0.16.11

Is it an intentional feature that your custom nests do not drop any artifacts when destroyed? I've destroyed many of the custom ones, not a single artifact has dropped from them.
by Officer Joe Balogna
Fri Jan 26, 2018 6:05 am
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 143762

Re: MOD [ 0.16.x] Bio-Industries 2.1.0

I saw some disappear, but then could not recreate it. Very weird. I've sent a PM to the mod creator seeing if he had any insight. The water starts to flow once you add seedlings. Also, make sure you connect them to a electric pole to the transformer, seems like they are not connected if you don't p...
by Officer Joe Balogna
Fri Jan 26, 2018 12:29 am
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 143762

Re: MOD [ 0.16.x] Bio-Industries 2.1.0

https://www.dropbox.com/s/3qtbqjlcpy1uumx/Bio%20Survival%20Backup.zip?dl=0 . The save was named after your mod :D You will find the Bio Industries stuff near the body of water, where the 4 factory buildings are located. Inside 2 of the large factory buildings, you'll see a bunch of missing bio farms...
by Officer Joe Balogna
Fri Jan 26, 2018 12:20 am
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 143762

Re: MOD [ 0.16.x] Bio-Industries 2.1.0

I'm encountering yet another issue :/ Some of my bio-farms and nurseries are not inputting water like they are supposed to. When a connection to water is made, sometimes they take like 90 water (instead of 200), and won't take any more. If I replace the pipes connected to the farms and nurseries, th...
by Officer Joe Balogna
Fri Jan 26, 2018 12:10 am
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 143762

Re: MOD [ 0.16.x] Bio-Industries 2.1.0

I haven't a clue why they disappear, especially when it's only some of them. Sometimes they disappear when I'm looking, sometimes when I'm not.

Also, is there any way I can find the ID of the bio-farm? Some files to root through, maybe?
by Officer Joe Balogna
Thu Jan 25, 2018 11:53 pm
Forum: Mods
Topic: MOD [ 0.17.x] Bio-Industries
Replies: 531
Views: 143762

Re: MOD [ 0.16.x] Bio-Industries 2.1.0

There is a bug with Bio Industries, which is causing some of my oh-so-expensive bio farms to just disappear. I am placing them inside of Factorissimo factory buildings, using blueprints. So far I've lost about 20 of my 48 bio-farms within a short time period. *EDIT* While on the topic of disappearin...
by Officer Joe Balogna
Wed May 10, 2017 10:54 pm
Forum: General discussion
Topic: How to change world gen of existing save? Or copy+paste base
Replies: 5
Views: 714

Re: How to change world gen of existing save? Or copy+paste base

Is there a way I can copy the character file of my character from this specific save, and paste it into another? I see no realistic way I can replace every item I am carrying, especially the factory buildings (in item form) with machines already in them

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