As on 12 Dec 2016 your mod page still only shows 12x versions. When I install it manually Factorio refuses to activate it because of incompatibility.
The listing in the Factorio in game mod system shows it but Factorio can't find a version number so it refuses to install from the in-game menu.
Search found 15 matches
- Thu Dec 08, 2016 4:20 am
- Forum: Mods
- Topic: [MOD] LogisticsUtility
- Replies: 33
- Views: 29370
- Wed Nov 30, 2016 4:24 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Security Cameras
- Replies: 13
- Views: 28393
Re: [MOD 0.12.11+] Security Cameras
This is a great idea and I support it. But We need a smaller 1 tile camera, a better icon, and a bit wider viewing area. I've made some personal modifications on my end but I hope the mod developer will as well.
- Sat Nov 26, 2016 3:00 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 78611
Re: Friday Facts #166 - Combat Revisit
I also STRONGLY feel that we need to put the MG turrets much farther down the tech tree. Give us some weaker starting turrets. The current MG turret is way OP considering its cheapness to build, its early access, and its energy independence.
The Fallout turrets are a great example of good starter ...
The Fallout turrets are a great example of good starter ...
- Sat Nov 26, 2016 2:58 am
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 78611
Re: Friday Facts #166 - Combat Revisit
I have felt from the beginning the enemies need to be slower but tougher. When they can all rocket across your screen so quickly it ruins the fun of defense. They can avoid your obstacles with ease. Everything happens so fast you can't really even watch it happen and react.
Please consider slowing ...
Please consider slowing ...
- Wed Jul 20, 2016 11:44 pm
- Forum: Balancing
- Topic: Take the magic out of the ballistic turret
- Replies: 13
- Views: 6108
Re: Take the magic out of the ballistic turret
I think Ballistic Turrets are just fine as they are. They already require handling of ammo so we don't need any more difficulties with them.
However research on them is pretty unbalanced. There is no single concept on it right now. Ballistic turrets are effected by both gun research and ballistic ...
However research on them is pretty unbalanced. There is no single concept on it right now. Ballistic turrets are effected by both gun research and ballistic ...
- Mon Jul 18, 2016 10:49 pm
- Forum: Balancing
- Topic: Take the magic out of the ballistic turret
- Replies: 13
- Views: 6108
Re: Take the magic out of the ballistic turret
I am in favor of small generators for all that. For example KW Power mod has a coal powered steam generator. Small solar panels that come earlier in the tech tree, etc. Diversify your power grid by adding local producers which give you resiliance and handle the smaller needs like belts, turrets. etc.
- Mon Jul 18, 2016 10:47 pm
- Forum: Modding help
- Topic: code for radar range
- Replies: 2
- Views: 1708
Re: code for radar range
data.raw["radar"]["radar"].max_distance_of_nearby_sector_revealed = 3
ok that makes sense however these were set to 0 for the security camera. There is still an area covered by the camera though. its about 10 x 10 tiles.
thing.energy_per_sector = "800kJ"
thing.max_distance_of_sector_revealed ...
ok that makes sense however these were set to 0 for the security camera. There is still an area covered by the camera though. its about 10 x 10 tiles.
thing.energy_per_sector = "800kJ"
thing.max_distance_of_sector_revealed ...
- Sat Jul 16, 2016 11:42 pm
- Forum: Modding help
- Topic: code for radar range
- Replies: 2
- Views: 1708
code for radar range
I did a forum search for this and I was suprised not to find anything on radar range codes. I got the security camera mod, which seemed really cool. A low energy short range scanner. But the scanning range is TINY and I'd like to beef up the range a bit. However, I didn't see any radius or ...
- Sat Jul 16, 2016 11:39 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Scary Nights (Biter attacks increase at night)
- Replies: 19
- Views: 34213
Re: [MOD 0.12.X] Scary Nights (Biter attacks increase at night)
Any chance of a .13 compatible version now?
- Sat Jul 16, 2016 11:33 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Security Cameras
- Replies: 13
- Views: 28393
Re: [MOD 0.12.11+] Security Cameras
I really like this but I wish the area was about 2x as large. It's so small its generally useless plus the area seems offset from the placement location.
I went into the code and didn't see anywhere where the scanning area is defined. Is it pulling from some predefined value?
Can you tell me how ...
I went into the code and didn't see anywhere where the scanning area is defined. Is it pulling from some predefined value?
Can you tell me how ...
- Sat Jul 16, 2016 8:07 am
- Forum: Balancing
- Topic: Biters: make them easier to maze, slower, tougher.
- Replies: 4
- Views: 4445
Re: Biters: make them easier to maze, slower, tougher.
Thanks I've got Misanthrope running right now! Biters are at 6% so haven't seen a lot of action. So far though they are still just attacking the walls...
- Sat Jul 16, 2016 8:06 am
- Forum: Balancing
- Topic: Take the magic out of the ballistic turret
- Replies: 13
- Views: 6108
Re: Take the magic out of the ballistic turret
Um this is the ideas and suggestions forum...TheDagmaar wrote:YAAAAAA! MORE TURRETS!!!
+1 for the idea BUT wrong forum section.
- Sat Jul 16, 2016 2:27 am
- Forum: Balancing
- Topic: Take the magic out of the ballistic turret
- Replies: 13
- Views: 6108
Take the magic out of the ballistic turret
It does perturb me and feels very imbalanced that these giant 4 tile machine gun turrets are so cheap and require no power. Can't they at least require fuel?
I would really be in favor of some more turret diversity when it comes to scaling up. Just like with all the manufacturing ramping up, I ...
I would really be in favor of some more turret diversity when it comes to scaling up. Just like with all the manufacturing ramping up, I ...
- Sat Jul 16, 2016 1:42 am
- Forum: Balancing
- Topic: Biters: make them easier to maze, slower, tougher.
- Replies: 4
- Views: 4445
Biters: make them easier to maze, slower, tougher.
(note: I did search the first 100 posts here and in common suggestions and didn't see a similar thread)
I've been playing Factorio for a year now and I've always been disappointed with our relationship with the biters. Their balance and behavior seems like a less than ideal choice for this game ...
I've been playing Factorio for a year now and I've always been disappointed with our relationship with the biters. Their balance and behavior seems like a less than ideal choice for this game ...
- Sat Jul 16, 2016 1:42 am
- Forum: Implemented Suggestions
- Topic: Random Idea regarding annoying forests
- Replies: 6
- Views: 2409
Re: Random Idea regarding annoying forests
Lol I love it!