Search found 28 matches
- Mon Feb 19, 2018 3:42 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531497
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...
- Mon Feb 12, 2018 2:26 pm
- Forum: Gameplay Help
- Topic: Is 20% evolution normal for 5 hours gameplay?
- Replies: 11
- Views: 11933
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.
- Mon Feb 12, 2018 6:45 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 315674
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...
- Mon Feb 12, 2018 6:41 am
- Forum: Gameplay Help
- Topic: Is 20% evolution normal for 5 hours gameplay?
- Replies: 11
- Views: 11933
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...
- Mon Feb 12, 2018 5:53 am
- Forum: Gameplay Help
- Topic: Is 20% evolution normal for 5 hours gameplay?
- Replies: 11
- Views: 11933
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?
- Sun Feb 11, 2018 11:17 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312900
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...
- Sat Feb 10, 2018 12:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531497
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.
- Fri Feb 09, 2018 5:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 531497
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...
- Tue Feb 06, 2018 3:05 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312900
- Mon Feb 05, 2018 11:14 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312900
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
http://steamcommunity.com/sharedfiles/f ... 1292884198
- Mon Feb 05, 2018 12:13 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312900
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...
- Fri Feb 02, 2018 11:01 pm
- Forum: Duplicates
- Topic: 0.16.21 Crash upon loading previous save
- Replies: 4
- Views: 1686
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.
- Fri Feb 02, 2018 6:07 am
- Forum: Duplicates
- Topic: 0.16.21 Crash upon loading previous save
- Replies: 4
- Views: 1686
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/...
- Sun Jan 28, 2018 5:10 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 315674
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.
- Fri Jan 26, 2018 6:05 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312900
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...
- Fri Jan 26, 2018 12:29 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312900
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...
- Fri Jan 26, 2018 12:20 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312900
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...
- Fri Jan 26, 2018 12:10 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312900
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?
Also, is there any way I can find the ID of the bio-farm? Some files to root through, maybe?
- Thu Jan 25, 2018 11:53 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 312900
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...
- 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: 2946
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