Search found 10 matches

by juunsuke
Tue Jun 28, 2016 12:17 pm
Forum: Releases
Topic: Version 0.13.0
Replies: 213
Views: 127335

Re: Version 0.13.0

Well hype is gone, map generator is totaly screwd, why is everywhere so many trees? Why is there no option to lower trees count? If you think pplz like to cut down 500+ trees one be one just to make a base then youre mistaken... why you changed map generator so much... You are not true factorio fan...
by juunsuke
Thu Mar 17, 2016 3:03 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 55341

Re: [MOD 12.11+] Train Outposts

Arch666Angel wrote:You could add Train outposts as a dependency to peace mod, that maybe help.
It's alright, I don't usually play with peace mod on anyway, but thanks
by juunsuke
Thu Mar 17, 2016 2:50 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 55341

Re: [MOD 12.11+] Train Outposts

10 seconds after posting here I found that another mod was conflicting and causing the error: Peace mod

Disabled peace mod and now train outposts seem to work
by juunsuke
Thu Mar 17, 2016 2:47 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 55341

Re: [MOD 12.11+] Train Outposts

Hi, I would love to try out this mode, but it won't load, I get the error that other people mentionned in this thread:

Code: Select all

__TrainOutpost__/data-updates.lua:20: attempt to index field 'autoplace' (a nil value)
I'm using the latest factorio version, and I am *NOT* using natural evolution.
by juunsuke
Thu Jun 11, 2015 1:08 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 67595

Re: [UPDATED] Introducing NARMod 3.4

Boro: Right now, my solution is just to double the distance that the Biters initially spawn from the base, but its not one that I'm happy with. I'm curious what everyone thinks for how to best make this work. Would it be better to make rifle magazines unrealistically easy to make (i.e. not requirin...
by juunsuke
Sat Jul 19, 2014 9:25 pm
Forum: Ideas and Requests For Mods
Topic: (Request) Higher research cost
Replies: 13
Views: 5600

Re: (Request) Higher research cost

There's a minor issue though. sigh, I knew I should have copied the science pack recipe instead of a random one... :oops: add this before the result count of the alien-science-pack-2 (or after but make sure all but the last line has a ',' at the end) and in the console (~) run game.player.force.res...
by juunsuke
Sat Jul 19, 2014 8:50 pm
Forum: Ideas and Requests For Mods
Topic: (Request) Higher research cost
Replies: 13
Views: 5600

Re: (Request) Higher research cost

I just installed the mod and tried real quick, and it's working great, thanks again a whole bunch! There's a minor issue though. In the tech tree, alien tech says it will unlock the recipe for alien science packs, but I already have it right from the beginning. It's not really a problem though, does...
by juunsuke
Sat Jul 19, 2014 8:32 pm
Forum: Ideas and Requests For Mods
Topic: (Request) Higher research cost
Replies: 13
Views: 5600

Re: (Request) Higher research cost

Right now I could build a huge one, mining from 10 large ore deposits at the same time and carrying all that by train and all.. But before I achieve anything close to that, I've already reached that point where there's not much more to do in the game. well.... here's a quick mod that makes all scie...
by juunsuke
Sat Jul 19, 2014 7:48 pm
Forum: Ideas and Requests For Mods
Topic: (Request) Higher research cost
Replies: 13
Views: 5600

Re: (Request) Higher research cost

I don't understand the request. You say you have 10 labs, and research goes too fast for you. Surely the simplest thing to do would be to gradually remove labs until you find a good balance? So if he finds the researches are too easy to get, he should make it harder for himself by removing some lab...
by juunsuke
Sat Jul 19, 2014 2:59 pm
Forum: Ideas and Requests For Mods
Topic: (Request) Higher research cost
Replies: 13
Views: 5600

(Request) Higher research cost

This is something that shouldn't be too difficult to make. It would be interesting to have a mod that increases the research cost of every recipe in the game. I usually play the game in peaceful mode, with minimal enemy bases, as I like to play for the creation aspect. I like to plan out and build h...

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