Search found 21 matches
Re: [MOD 0.12.26] KS Power
Is this mod compatible with the new versions of factorio still?
- Fri May 20, 2016 11:36 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0
I tried adding this mod to a late game multiplayer game last and whilst it was good to have things much harder we did have issues around mobs just spawning on you which is a bit frustrating. At around 20-30 tiles from a hive you'd get a spawn of about 8 behemoth biters spawn on you which pretty ...
- Tue May 17, 2016 6:10 pm
- Forum: Show your Creations
- Topic: Let's see your messy builds
- Replies: 15
- Views: 35501
Re: Let's see your messy builds
I can get so sloppy sometimes.... this is but one example of how lazy I can get when I don't want to deal with moving everything around to make a buffer....
- Tue May 17, 2016 3:32 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 339264
Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates
Figured I'd show you my.... slightly insane way to deal with that... xDbobingabout wrote:
Which only really leaves the problem material being Sodium Hydroxide.
- Tue May 17, 2016 2:55 pm
- Forum: Off topic
- Topic: Your Logistic Robots Are Broken! [Forum Game]
- Replies: 344
- Views: 144207
Re: Your Logistic Robots Are Broken! [Forum Game]
The construction bot is nowhere to be found, as a biter has eaten it.
I request 300 crude oil barrels.
I request 300 crude oil barrels.
- Tue May 17, 2016 1:00 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
It turned out to be a bit more simple and slightly mysterious :D
Try attached control.lua - I patched it up so it will fix some strange mishap that happened in your save on loading it.
For some strange reason the next tick for check is very long time before current game tick. I have no idea how it ...
Try attached control.lua - I patched it up so it will fix some strange mishap that happened in your save on loading it.
For some strange reason the next tick for check is very long time before current game tick. I have no idea how it ...
- Tue May 17, 2016 11:49 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
Didja figure it out yet? No worries if you didn't, I prolly seem impatient but really I'm just a bit jumpy xD
If you haven't no worries, I can manage flying around picking shit up for now
Can you please send me a save, where're it's broken?
The last one I sent was the correct one, but here it ...
- Tue May 17, 2016 3:29 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping....
If you could send me a save with your mods I could look. That' be very helpful. I've never had it ...
If you could send me a save with your mods I could look. That' be very helpful. I've never had it ...
- Tue May 17, 2016 2:01 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
You can try with attached control.lua and see if it changes anything.
It's modified to make collectors check 6 times slower and pick up to 6 items per check.
It's mainly performance optimization (I'm using them with doubled radius also).
Nope, no change, the thing still won't work. Hate to be a ...
It's modified to make collectors check 6 times slower and pick up to 6 items per check.
It's mainly performance optimization (I'm using them with doubled radius also).
Nope, no change, the thing still won't work. Hate to be a ...
- Mon May 16, 2016 6:23 pm
- Forum: Not a bug
- Topic: [0.12.29]Tank can Shoot Itself
- Replies: 2
- Views: 2345
Re: [0.12.29]Tank can Shoot Itself
I'm kinda curious why this was labeled not a bug, seeing as real tanks (that I know of) can't turn their barrels inwards and fire away....
- Mon May 16, 2016 3:41 pm
- Forum: General discussion
- Topic: What's your favorite play challenge?
- Replies: 13
- Views: 7908
What's your favorite play challenge?
Simple question really. What rules or limitations do you make on yourself in order to make things interesting? I've got about 250 hours under my belt and have only one rocket launch so far, but I've delved into bob's mods and natural evolution, as well as a lot of multiplayer that gets ended due to ...
- Mon May 16, 2016 3:20 pm
- Forum: Resolved Problems and Bugs
- Topic: Inserter facing up/north slower than other directions
- Replies: 38
- Views: 43189
Re: Inserter facing up/north slower than other directions
Oh wow, I didn't even know this was a thing o_o
My natural flow of resources is always south-to-north, as that's how linear i like my factories... It satisfies my OCD and I can find things easily...
I always build my train stations with unloading on the north side...
I also build my main busses ...
My natural flow of resources is always south-to-north, as that's how linear i like my factories... It satisfies my OCD and I can find things easily...
I always build my train stations with unloading on the north side...
I also build my main busses ...
- Mon May 16, 2016 3:38 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping....
If you could send me a save with your mods I could look. That' be very helpful. I've never had it ...
If you could send me a save with your mods I could look. That' be very helpful. I've never had it ...
- Mon May 16, 2016 12:23 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping....
- Sun May 15, 2016 7:43 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
orzelek wrote:Sorry that was the wrong command - it's this one:Code: Select all
/c game.local_player.force.rechart()
Yep, that worked! Thanks a ton for all your help

- Sun May 15, 2016 5:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
For the rails - there is a config option named NE.SafeRail in enemies mod - you need to set it to false. (Not sure whats the default value on it since I have it at false) After you change it rails won't appear back - you'll need to call rechart:
/c game.local_player.surface.rechart()
Artifact ...
/c game.local_player.surface.rechart()
Artifact ...
- Sun May 15, 2016 12:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
For the rails - there is a config option named NE.SafeRail in enemies mod - you need to set it to false. (Not sure whats the default value on it since I have it at false) After you change it rails won't appear back - you'll need to call rechart:
/c game.local_player.surface.rechart()
Artifact ...
/c game.local_player.surface.rechart()
Artifact ...
- Sun May 15, 2016 4:28 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 514677
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
Hiya, I'm really, REALLY, loving your mod, It's added a ton of difficulty, and I've been caught off-guard/instakilled by so many worms on accident my friends are thinking I'm doing it on purpose. However, I have two questions for you that I could use help with.
First, How do I re-enable rails on ...
First, How do I re-enable rails on ...
- Wed May 11, 2016 3:57 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 339264
Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates
Is there a sort of wiki, or complete list of items and what they do somewhere for the modpack? For the most part I've figured a lot of early stuff out (up to green science level) but there's a ton of stuff that I have no clue their benefits or how things even work... I don't mind if it's not too ...
- Wed May 11, 2016 3:27 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 339264
Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates
Hey, I love your mods, with all the new ore ans such it's been a blast and has brought new life to my game, but all the chemicals and liquids are a bit too much for me...
Is there a config option that ONLY adds the ores (and their recipes) and not all the pipe-based things? I've gotten to a point ...
Is there a config option that ONLY adds the ores (and their recipes) and not all the pipe-based things? I've gotten to a point ...