Search found 30 matches

by Raught19
Mon Jun 27, 2016 3:42 am
Forum: Mods
Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Replies: 12
Views: 4972

Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0

...is it just me, or is it near impossible to kill a stone rock anymore? I tried using a shotgun to clear some boulders, and my shots were only dealing about 2 damage per hit, and the tooltip said this mod was the only one that was affecting it. I went in and deleted the changes to stone-rock entit...
by Raught19
Wed Jun 01, 2016 6:22 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43261

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

I know that you said that your mod change nothing in the generation stuff but... i just tried to play a new game. Set everything to big (except aliens bases set to normal and water to only in starting area). I restarted 12 times. everytime, i start..... in a desert. No kidding... Only mods used are...
by Raught19
Sat May 28, 2016 10:32 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424940

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.2

BTW, this is my current map settings. I think maybe a little less water for 0.13. What changes do you guys think. Ours isn't too different, my only difference with your map settings is I set all my resources to Very Small. I do the same thing though, requiring huge railways and building factories. ...
by Raught19
Sat May 28, 2016 9:24 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424940

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.2

Proposal for 0.13. Is anyone interested in playing a game with the same mods and map settings / string? I was thinning I'd list my Mods I'm using and having a discussion on what other mods to add and what mods to drop and the reasons for each. We might not agree on all, but at least we could end up...
by Raught19
Fri May 27, 2016 7:18 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424940

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.2

EDIT: I'm silly. you didn't break Alien Control stations. They just are named as different items now.
by Raught19
Fri May 27, 2016 3:48 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424940

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.2

Yeah I can do that in 12 hours. At work atm. The way I supply my outposts is by using a train that has its inventory restricted to only what it needs and then drops it off if the logistic system at the outpost needs items :)
by Raught19
Thu May 26, 2016 12:39 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424940

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0

Shrooblord wrote: Image
Thats very strange. What happens if you disable all mods?

Also try deleting your crop-cache.dat from your AppData\Roaming\Factorio it may be a bad cache.
by Raught19
Thu May 26, 2016 12:29 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424940

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0

I thought I'd share my Alien Artifact production outpost I built :) It creates about 16.5 artifacts per day. Which is pretty good :D The construction bots repair the defenses and the turrets are for Oh shit moments to help reduce casualties for the worms. I have the thumpers hooked up to only solar ...
by Raught19
Wed May 25, 2016 11:23 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43261

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Raught19, any idea about what i said earlier ? I'm not sure. its got to be like a weird map generation or its a bad cache from one of your other mods. I've worked with VanillaEx a lot and there's nothing in it that would affect map generation. This mod is actually very lite and doesn't change any v...
by Raught19
Wed May 25, 2016 7:28 pm
Forum: Mods
Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Replies: 12
Views: 4972

Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0

Was playing a little last night and just wanted to say that these additions are really nice. BTW, do you use ExtraChests ? If not, you should really give it a try. Upgrades the icons wonderfully when using Bob's. Love the trophy idea :) I always just run around placing small electric poles to stop ...
by Raught19
Wed May 25, 2016 9:21 am
Forum: Mods
Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Replies: 12
Views: 4972

Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0

Heh sweet. I assume for these you'd need some wood and you'll sacrifice some percentage of your acquired Alien Artefacts in order to "sculpt" the bodies. Yep :) at the moment it costs 3 raw wood and 5 small alien artifacts. Its supposed to be kinda cheap and easy to make as its function i...
by Raught19
Tue May 24, 2016 6:03 pm
Forum: Mods
Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Replies: 12
Views: 4972

Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0

Next Update will have my extremely simple but very fluffy, Hunting Trophies! They ward away future biter expansions from an area. I wanted a better-less-cheesy-feel to ward away expansions. Rather than placing random items out in the Wilderness. Or stonewall squares which I have been fond of in the ...
by Raught19
Tue May 24, 2016 3:11 pm
Forum: Mods
Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Replies: 12
Views: 4972

Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0

NoriSilverrage wrote:Hmm, the download site doesn't work for me. Do you have a alternative?
Sure thing, setting it up now :)

EDIT: Added as Attachment and an additional Mirror just incase :)
by Raught19
Tue May 24, 2016 9:44 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43261

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Any word on new updates? Been trying to finalize my Factorio mods folder so i can finish a playthrough for once instead of finding a new cool mod that i want to restart for, (Really im afraid if i finish once ill be done playing lol) Thanks again for this great mod! I have released Hunting Grounds ...
by Raught19
Mon May 23, 2016 9:42 pm
Forum: Mods
Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Replies: 12
Views: 4972

[MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0

Type: Mod Name: Hunting Grounds Description: A collection of specialized weapons and ammo. License: MIT Version: 0.1.0 Release: 5/23/2016 Tested-With-Factorio-Version: 0.12.33 Category: Vanilla+ Tags: Weapon, Gun, Alien, Evolution, Balance Website: https://forums.factorio.com/viewtopic.php?f=94&...
by Raught19
Mon May 23, 2016 7:58 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
Replies: 31
Views: 46759

Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

I fixed this mod, just go in and replace the Control.lua in the mod folder with this one I added as an attachment :)

EDIT: SORRY! uploading wrong one, fixing now.
by Raught19
Mon May 23, 2016 2:57 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424940

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0

@Raught19 - You sir are crazy. Though I suppose you have bobs mods so you get some nice ammo and turrets. I'm gonna have to add something along those lines. I actually don't use bobs weapon mods, just his enemies, so I'm actually not sure what his weapon mods entail. But I do use my own modded weap...
by Raught19
Sun May 22, 2016 12:22 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 424940

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0

Hey SAguy, I enjoy your mod, so much so I've been working on my own mod to accompany yours/bobs/swarm with weaponry balanced around those mods together. Which I will be posting soon, doing a full play-through with it now to ensure its balanced as can be. Everything about your mod is surperb, if I co...
by Raught19
Wed May 11, 2016 5:53 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43261

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

While troubleshooting my own Mod using yours as a dependent, I was able to recreate the desyncs, and you are right, its coming from the control when you resetrecipes and resettechnologies when you have a lot of things researched. Something happens with the global var your setting for Load, and the s...
by Raught19
Fri May 06, 2016 6:08 pm
Forum: Modding help
Topic: GetWeapon() or something similiar
Replies: 2
Views: 945

Re: GetWeapon() or something similiar

Well, you take that number and use it with the get_inventory() or something and in the end you get the desired items. Though I don't understand what you're hoping to do after that. You can't just alter the attack parameters, nor there is accuracy parameter for machinegun and pistol. Or actually, th...

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