Search found 29 matches
- Sun May 22, 2016 2:34 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Tesla Turret
- Replies: 11
- Views: 5669
Re: [MOD 0.12.x] Tesla Turret
Well, first, it is doing electric damage unlike a laser turret Laser damage Second, it is short range, higher damage, made for biters rather than spitters. But i am looking into making it more AoE/chain-like, as that would fit in the spirit of a tesla coil ( at least according to my head ) better =...
- Sun May 22, 2016 11:38 am
- Forum: Mods
- Topic: [MOD 0.14.x] Macromanaged Turrets v1.1.5
- Replies: 40
- Views: 23176
Re: [MOD 0.12.33+] Macromanaged Turrets v1.0.4
If anyone finds it useful here's local turretFillSet = {group="turrets", limits= {10}, "ammo-bullets"} local turretFillSet2 = {group="turrets", limits= {10}, "ammo-battery"} local turretFillSet3 = {group="turrets", limits= {10}, "ammo-shotgun-sh...
- Sun May 22, 2016 12:28 am
- Forum: Mods
- Topic: [MOD 0.12.x] Tesla Turret
- Replies: 11
- Views: 5669
Re: [MOD 0.12.x] Tesla Turret
Apart from the look it is nothing more than a laser turret. Is it possible to make it work like a flame thrower but with Tesla theme? By this I mean make the lightning jump from enemy to enemy or make it so the turret generates a field that shocks every enemy that comes close enough. I think this wo...
- Wed May 18, 2016 12:44 am
- Forum: Mods
- Topic: [.13-1.1.108] Aircraft (1.8.8)
- Replies: 187
- Views: 128345
Re: [0.12.33] Aircraft (1.0.5) New Planes!
Looks cool ![Wink ;)](./images/smilies/icon_e_wink.gif)
![Wink ;)](./images/smilies/icon_e_wink.gif)
- Tue May 17, 2016 12:33 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 86480
Re: [MOD 0.12.+] Oxygen
I was getting the recipe with name error, "oxygen-from-atmosphere" whenever I wanted to start a game with with bob's mods.
So I deleted this part from prototypes>oxygen.lua code.
It works now.
So I deleted this part from prototypes>oxygen.lua code.
Code: Select all
if data.raw.recipe["water-electrolysis"] == nil then
.
.
.
end
- Mon May 16, 2016 6:09 pm
- Forum: General discussion
- Topic: What's your favorite play challenge?
- Replies: 13
- Views: 6454
Re: What's your favorite play challenge?
I combined the complexity of mods like bob's and similar with difficulty of dytech and similar. Basically I need a factory just to get a single desired ore. Multiple factories to craft the simpliest of things. All of which needs to be protected from aliens with thousands of health. Once you get into...
- Sun May 15, 2016 6:27 pm
- Forum: Angels Mods
- Topic: Bugs & Balancing Discussion
- Replies: 31
- Views: 12681
Re: [MOD 0.12.x][Base][BOB][YI][UP][NUC] Angels Refining 0.1.4
I use UP with bob's and angel's (and a ton of other mods), but don't have this problem. I noticed that you are running 0.62 of uranium power when the latest version is 0.63. Maybe upgrading it will fix the conflict? The changelog for UP says that there was an issue fixed on game load between 0.62 a...
- Sun May 15, 2016 5:09 pm
- Forum: Angels Mods
- Topic: Bugs & Balancing Discussion
- Replies: 31
- Views: 12681
Re: [MOD 0.12.x][Base][BOB][YI][UP][NUC] Angels Refining 0.1.4
I tried to swap different mods and I came to this conclusion : 1. If I move Uranium Power everything works fine (so all mods from my picture work together just fine without uranium) 2. When I try to load Factorio with your mods + uranium + bob ores and library, I get the assignID error Seems like I ...
- Sat May 14, 2016 8:41 pm
- Forum: Angels Mods
- Topic: Bugs & Balancing Discussion
- Replies: 31
- Views: 12681
Re: [MOD 0.12.x][Base][BOB][YI][UP][NUC] Angels Refining 0.1.4
Still an error for me
May it be that some of these mods interfere?