Search found 11 matches
- Sat Nov 04, 2017 9:32 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 128395
Re: [MOD 0.14] Alien Biomes
I absolutely love the snowy biome, gives me huge nostalgia pangs of playing Command and Conquer: red alert into the wee hours. Thanks a bunch.
- Sat Oct 22, 2016 9:32 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425747
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
Does this mod add mobs that light your base on fire? I keep getting fires that spread out of control through my base during biter attacks. I have no flamethrower turrets set up, just laser and gun turrets mixed. If it's not your mod is it a new vanilla thing I missed or do you know of another mod th...
- Mon Nov 24, 2014 8:06 am
- Forum: Ideas and Suggestions
- Topic: New Defenses
- Replies: 4
- Views: 2822
New Defenses
Two types of turret are not enough, I want an entire pantheon of palisade protection. Sniper turret - uses lots of ammo*, long range (equal to a large worm), ignores armor**, high base damage, slowest rate of fire. Shotgun turret - uses average amounts of ammo, short range, wide spread, slow rate of...
- Mon Nov 24, 2014 7:29 am
- Forum: Ideas and Suggestions
- Topic: New biters
- Replies: 0
- Views: 977
New biters
The biters and spitters we have now are spiffy, but more is usually better. Rally biter - acts as a scout. The first one travels from it's nest towards your base in a straight line until it gets killed, the next rally that spawns knows where the previous one died and travels along a slightly differe...
- Mon Nov 24, 2014 6:46 am
- Forum: Implemented Suggestions
- Topic: Changes to map generation and "world type" setting
- Replies: 5
- Views: 3428
Re: Changes to map generation and "world type" setting
While you can use the console to explore as much of the map as you want, /c game.forces.player.chart({lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}}), I agree the map generation should be buffed.
- Tue Nov 18, 2014 9:47 am
- Forum: Modding help
- Topic: Help combining solar panel and accumulator.
- Replies: 9
- Views: 4187
Re: Help combining solar panel and accumulator.
Maybe I derped on the folder structure so here's that:
- Tue Nov 18, 2014 9:43 am
- Forum: Modding help
- Topic: Help combining solar panel and accumulator.
- Replies: 9
- Views: 4187
Re: Help combining solar panel and accumulator.
Here's a screenshot of the error, thanks for the reply.
- Tue Nov 18, 2014 7:39 am
- Forum: Modding help
- Topic: Help combining solar panel and accumulator.
- Replies: 9
- Views: 4187
Re: Help combining solar panel and accumulator.
I'm probably over-complicating this, since it's my first real mod I should keep it simple. All I really want to do is add energy storage to a solar panel. I don't need graphics or sounds or custom textures.
- Tue Nov 18, 2014 7:26 am
- Forum: Modding help
- Topic: Help combining solar panel and accumulator.
- Replies: 9
- Views: 4187
Re: Help combining solar panel and accumulator.
I changed entity.lua like you suggested, still have the same error.
Thanks anyway.
Thanks anyway.
- Tue Nov 18, 2014 7:00 am
- Forum: Modding help
- Topic: Help combining solar panel and accumulator.
- Replies: 9
- Views: 4187
Re: Help combining solar panel and accumulator.
Thanks for the response, but it didn't work.
- Tue Nov 18, 2014 6:20 am
- Forum: Modding help
- Topic: Help combining solar panel and accumulator.
- Replies: 9
- Views: 4187
Help combining solar panel and accumulator.
Pre-edit: while typing this post up I found one obvious problem, my control.lua is blank and I have no idea what to put in there. The tutorial on the wiki has some code for making a bomber, and the control.lua's I've looked at in the main game folders don't seem to have code specific to the solar pa...