Search found 30 matches
- 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...
- 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...
- 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. ...
- 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...
- 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.
- 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
- 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
Thats very strange. What happens if you disable all mods?Shrooblord wrote:
Also try deleting your crop-cache.dat from your AppData\Roaming\Factorio it may be a bad cache.
- 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 ...
- 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...
- 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 ...
- 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...
- 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 ...
- 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
Sure thing, setting it up nowNoriSilverrage wrote:Hmm, the download site doesn't work for me. Do you have a alternative?
EDIT: Added as Attachment and an additional Mirror just incase
- 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 ...
- 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&...
- 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.
EDIT: SORRY! uploading wrong one, fixing now.
- 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...
- 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...
- 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...
- 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...