Search found 10 matches
- Tue Jun 28, 2016 12:17 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 205404
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...
- Thu Mar 17, 2016 3:03 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 93202
Re: [MOD 12.11+] Train Outposts
It's alright, I don't usually play with peace mod on anyway, but thanksArch666Angel wrote:You could add Train outposts as a dependency to peace mod, that maybe help.
- Thu Mar 17, 2016 2:50 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 93202
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
Disabled peace mod and now train outposts seem to work
- Thu Mar 17, 2016 2:47 pm
- Forum: Mods
- Topic: [MOD 12.11+] Train Outposts
- Replies: 142
- Views: 93202
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:
I'm using the latest factorio version, and I am *NOT* using natural evolution.
Code: Select all
__TrainOutpost__/data-updates.lua:20: attempt to index field 'autoplace' (a nil value)
- Thu Jun 11, 2015 1:08 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105978
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...
- Sat Jul 19, 2014 9:25 pm
- Forum: Ideas and Requests For Mods
- Topic: (Request) Higher research cost
- Replies: 13
- Views: 9007
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...
- Sat Jul 19, 2014 8:50 pm
- Forum: Ideas and Requests For Mods
- Topic: (Request) Higher research cost
- Replies: 13
- Views: 9007
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...
- Sat Jul 19, 2014 8:32 pm
- Forum: Ideas and Requests For Mods
- Topic: (Request) Higher research cost
- Replies: 13
- Views: 9007
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...
- Sat Jul 19, 2014 7:48 pm
- Forum: Ideas and Requests For Mods
- Topic: (Request) Higher research cost
- Replies: 13
- Views: 9007
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...
- Sat Jul 19, 2014 2:59 pm
- Forum: Ideas and Requests For Mods
- Topic: (Request) Higher research cost
- Replies: 13
- Views: 9007
(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...