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 ...
Search found 36 matches
- Sun Aug 28, 2016 1:58 pm
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 180609
- Sun Aug 28, 2016 12:02 am
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35972
Re: [0.13.X] Advanced Factorio
Cool. ^_^ <3Neomore wrote: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.Qloshae wrote:Is a .14 update to the mod coming?
- Sat Aug 27, 2016 10:29 pm
- Forum: Mods
- Topic: [0.13.X - 0.16.X] Advanced Factorio
- Replies: 39
- Views: 35972
Re: [0.13.X] Advanced Factorio
Is a .14 update to the mod coming?
- Sat Aug 20, 2016 3:27 pm
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 47918
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 ...
Computemageddon? :P
Yes, but I just regret that the aliens do not even try to go ...
- Sat Aug 20, 2016 2:42 am
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 47918
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 ...
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 ...
- Fri Aug 19, 2016 5:25 pm
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 47918
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 ...
- Fri Aug 19, 2016 5:10 pm
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 47918
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 ...
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 ...
- Fri Aug 19, 2016 4:17 pm
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 47918
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 ...
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 ...
- Fri Aug 19, 2016 2:50 pm
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 47918
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 ...
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 ...
- Fri Aug 19, 2016 1:34 am
- Forum: Mods
- Topic: [MOD 0.13] Armageddon - nice little disasters
- Replies: 53
- Views: 47918
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 ...
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 ...
- Mon Aug 15, 2016 4:28 am
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 49128
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 ...
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 ...
- Sun Aug 14, 2016 4:40 am
- Forum: Mods
- Topic: [MOD 0.17.x]Factorio Extended 4.0103.17
- Replies: 169
- Views: 180609
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 also be work. I use ...
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 also be work. I use ...
- Sat Aug 13, 2016 11:56 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 49128
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 ...
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 ...
- Sat Aug 13, 2016 8:52 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Killkrog's Blueprint Manager
- Replies: 93
- Views: 49128
Re: [MOD 0.13.X] Killkrog's Blueprint Manager
When I click the button in multiplayer I get this:


- Sat Jul 23, 2016 5:43 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 516374
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.
Problem was that when I used the attractor, they went wild. The ones I spawned didn't care, but the normal ones did.
- Sat Jul 09, 2016 7:57 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Specialized oil refineries (not 3 at once)
- Replies: 49
- Views: 38571
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 ...
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 ...
- Thu Jun 02, 2016 10:50 am
- Forum: Gameplay Help
- Topic: 2+ Train lanes
- Replies: 2
- Views: 1941
2+ Train lanes
I am wondering, is there any reason to have more than 2 lanes for the trains?
- Wed May 04, 2016 8:59 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 355834
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 ...
Thanks for the testing.
Anyone who is interested, merely see the config.lua changes that Qloshae did and go change the values yourself with ...
- Wed May 04, 2016 8:36 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 355834
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 ...
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 ...
- Wed May 04, 2016 8:25 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 355834
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 ...
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 ...