Search found 36 matches

by Qloshae
Sun Aug 28, 2016 1:58 pm
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 162566

Re: [MOD 0.13.x]Factorio Extended 0.1.9

I am having problems to load the mod, it displays error messages when I launch the game. I was using several mods, now I'm trying to use only this mod, but the error messages persist Factorio 1.png This is my mod directory, I am using only your mods Factorio 2.PNG I am playing through steam, using ...
by Qloshae
Sun Aug 28, 2016 12:02 am
Forum: Mods
Topic: [0.13.X - 0.16.X] Advanced Factorio
Replies: 39
Views: 32150

Re: [0.13.X] Advanced Factorio

Neomore wrote:
Qloshae wrote:Is a .14 update to the mod coming?
I have been a bit busy for the last few weeks, but I should be able to get a .14 version of all 4 mods within a day.
Cool. ^_^ <3
by Qloshae
Sat Aug 27, 2016 10:29 pm
Forum: Mods
Topic: [0.13.X - 0.16.X] Advanced Factorio
Replies: 39
Views: 32150

Re: [0.13.X] Advanced Factorio

Is a .14 update to the mod coming?
by Qloshae
Sat Aug 20, 2016 3:27 pm
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 43138

Re: [MOD 0.13] Armageddon - nice little disasters

Ha ha, you don't imagine the complexity of what you ask. It would take a lot of CPU using API tools. It would freeze the game each time I would try to create such a disaster. Then it would be a real disaster !!! :-D Computemageddon? :P Yes, but I just regret that the aliens do not even try to go to...
by Qloshae
Sat Aug 20, 2016 2:42 am
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 43138

Re: [MOD 0.13] Armageddon - nice little disasters

I do not have control of the "tiers" you are talking about. It depends on the evolution rate, which is managed by the game, and sometimes by lots of other mod that play with this evolution rate (sometimes lowering it). So this evolution rate is not garanty to always increase... limits are...
by Qloshae
Fri Aug 19, 2016 5:25 pm
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 43138

Re: [MOD 0.13] Armageddon - nice little disasters

It didn't work on my old save tho, but that might have been because we were in our own personally named forces or something or because we were basically on an island with a few entrances so they AI might have gotten stuck. Is it possible your base is larger than 1000 ? because frenzy calls aliens i...
by Qloshae
Fri Aug 19, 2016 5:10 pm
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 43138

Re: [MOD 0.13] Armageddon - nice little disasters

You're right : frenzy could be the basic disaster. I will just set the number of biters attacking dependant of evolution. Because 100 small biters could be hard to handle at evol = 0.2 . I will start at 20 to 500 for evol = 1, with a bit random on top of it. I don't want to discourage players. One ...
by Qloshae
Fri Aug 19, 2016 4:17 pm
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 43138

Re: [MOD 0.12+] Armageddon - nice little disasters

Awesome! :D I know you would like it ;-) Did you test it ? How does it feel in terms of balance ? Not too many aliens ? I tested it. :) They're able to run over a small outpost (awesome), but can be dealt with if you focus your effort. It didn't work on my old save tho, but that might have been bec...
by Qloshae
Fri Aug 19, 2016 2:50 pm
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 43138

Re: [MOD 0.12+] Armageddon - nice little disasters

Oooh, I know. How about biter frenzy? Yay or nay on possible? Possible !!! :-D waiting the return of the new tunnel graphics with Factorio 0.13.18 and its bug correction, here is : the ALIEN FRENZY !!!!!!!!! 1.0.7 - add a frenzy disaster : a large group of furious aliens suddenly attack a zone of t...
by Qloshae
Fri Aug 19, 2016 1:34 am
Forum: Mods
Topic: [MOD 0.13] Armageddon - nice little disasters
Replies: 53
Views: 43138

Re: [MOD 0.12+] Armageddon - nice little disasters

I love your mod, but I like to be more events, like big attacks or something. Yes, I will try to invent other disasters, and see how global alien attacks can be conducted. Oooh, I know. How about biter frenzy? At maybe 0.95<, there's a small chance (like maybe 5%) that all visible biter bases are i...
by Qloshae
Mon Aug 15, 2016 4:28 am
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41204

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

Please test the newest version and report back after you tested it for a while. Other than that, thanks for your help to make the mod better. I'm really thankful =) Cheers! Been playing for over 6 hours straight now, haven't gotten any issues. :) Whatever it was, game seems to be happy now. :) (als...
by Qloshae
Sun Aug 14, 2016 4:40 am
Forum: Mods
Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
Replies: 169
Views: 162566

Re: [MOD 0.13.x]Factorio Extended 0.1.9

Is there some way to remove the titanium dependencies? Me and a friend added this to our game and it messed up everything by changing what different stuff needed to be made. EDIT: A config in the core file to have it be called "Titanium alloy" instead of "titanium plates" would a...
by Qloshae
Sat Aug 13, 2016 11:56 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41204

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

@Qloshae That is a weird error... It basically means that it has no database created for the player that clicked the button. Now that should not be possible, because I create such a database both when the mod is loaded for the first time AND when a new player is created. There should just be no way...
by Qloshae
Sat Aug 13, 2016 8:52 pm
Forum: Mods
Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
Replies: 93
Views: 41204

Re: [MOD 0.13.X] Killkrog's Blueprint Manager

When I click the button in multiplayer I get this:

Image
by Qloshae
Sat Jul 23, 2016 5:43 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426268

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.1

Joined the enemy force, could attack and stuff without issue, even dismantle the hives which was nice.
Problem was that when I used the attractor, they went wild. The ones I spawned didn't care, but the normal ones did.
by Qloshae
Sat Jul 09, 2016 7:57 pm
Forum: Mods
Topic: [MOD 0.12.x] Specialized oil refineries (not 3 at once)
Replies: 49
Views: 34522

Re: [MOD 0.12.x] Specialized oil refineries (not 3 at once)

This is an updated version if anyone is interested. Fix by Charmead hmm still not working what error are you getting? this is the control.lua I now have. -- reset recipes so changes in the config are working in previously saved games script.on_event(defines.events.on_player_created, function(event) ...
by Qloshae
Thu Jun 02, 2016 10:50 am
Forum: Gameplay Help
Topic: 2+ Train lanes
Replies: 2
Views: 1500

2+ Train lanes

I am wondering, is there any reason to have more than 2 lanes for the trains?
by Qloshae
Wed May 04, 2016 8:59 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282207

Re: [MOD 0.12.29] Robot Soldiers. 0.1.3 squads hunt!

Wow, thanks Factorio pathfinder. I cannot believe how ridiculous the difference is - 5k individuals or less than 300 in squads causing 15fps. That's silly. Thanks for the testing. Anyone who is interested, merely see the config.lua changes that Qloshae did and go change the values yourself with any...
by Qloshae
Wed May 04, 2016 8:36 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282207

Re: [MOD 0.12.29] Robot Soldiers. 0.1.3 squads hunt!

Small fix I did personally to fix the lag since this is an awesome mod and the mod dev hasn't posted a fix yet. :P Can you mention what you fixed so I can integrate the changes? Did it over at Evolve and the zip is above, but here's all the code. TICK_UPDATE_SQUAD_AI = 0 --Not Checking for squad DE...
by Qloshae
Wed May 04, 2016 8:25 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282207

Re: [MOD 0.12.29] Robot Soldiers. 0.1.3 squads hunt!

Small fix I did personally to fix the lag since this is an awesome mod and the mod dev hasn't posted a fix yet. :P Can you mention what you fixed so I can integrate the changes? Did it over at Evolve and the zip is above, but here's all the code. TICK_UPDATE_SQUAD_AI = 0 --Not Checking for squad DE...

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