Search found 28 matches

by oktabyte
Sun Feb 18, 2018 9:42 am
Forum: Mods
Topic: [MOD 0.16] Stationary Fusion Reactors
Replies: 27
Views: 11530

Re: [MOD 0.16] Stationary Fusion Reactors

eradicator wrote:
oktabyte wrote:This seems like fun. Can we get Bob's Warfare Fusion Reactor compatibility?
Done. Also added compatibility for Bob's Vehicle Equipment while i was at it ;).
mod_compatibility_bob.jpg
Great, Thanks a lot. Can't wait to see how this will work out :D
by oktabyte
Sun Feb 18, 2018 7:35 am
Forum: Mods
Topic: [MOD 0.16] Stationary Fusion Reactors
Replies: 27
Views: 11530

Re: [MOD 0.16] Stationary Fusion Reactors

This seems like fun. Can we get Bob's Warfare Fusion Reactor compatibility?
by oktabyte
Mon Jan 05, 2015 8:20 am
Forum: Mods
Topic: [MOD 0.11.8] Infinite Research
Replies: 25
Views: 35178

Re: [MOD 0.11.8] Infinite Research

You could add infinite levels to some of the upgrade researches. The main problem with this is, that actual "infinite" research is impossible. You need to register all recipes prior to starting the game. I would try to generate them in runtime, but that would make the mod singleplayer onl...
by oktabyte
Fri Jan 02, 2015 5:30 am
Forum: Mods
Topic: [MOD 0.11.8] Infinite Research
Replies: 25
Views: 35178

Re: [MOD 0.11.8] Infinite Research

i read all the comments and still have no idea what this mod actually adds to game. so it is just a way to spend science packs for what? if you want to spend your science packs simply stop producing them This mod adds research to waste research packs. Its only purpose is to keep your factories runn...
by oktabyte
Wed Dec 31, 2014 12:46 pm
Forum: Mods
Topic: [MOD 0.11.8] Infinite Research
Replies: 25
Views: 35178

Re: [MOD 0.11.8] Infinite Research

Erm... what? I don't want any more mods, I just want to have an infinite non-alien-pack research :) This adds just that, choose your favourite flavor without the purples would be nice if you had a research that would repeat itself when done, increase in resources and time arithmetically and improve...
by oktabyte
Tue Dec 30, 2014 9:20 pm
Forum: Mods
Topic: [MOD 0.11.8] Infinite Research
Replies: 25
Views: 35178

[MOD 0.11.8] Infinite Research

For all those of you who thought "I want to create the most advanced factory ever", just to run out of things to research and unwilling to dump tons of research packs into chests. It adds almost infinite research for all research levels to keep your factories running. http://s29.postimg.or...
by oktabyte
Sun Dec 14, 2014 10:39 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 61167

Re: [0.11.x] tno Modpack V2.7

I noticed that when i start a new game and do some exploring to see the area, if i get attacked its pretty much game over. As soon as i attack back every biter in the area, even the ones that are very far out will come towards me and try to kill me. Yesterday for example i was attacked and killed b...
by oktabyte
Sun Dec 14, 2014 2:40 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 204406

Re: [MOD 0.11.6] Cursed Exp - v0.0.13

Testing for 1:15h, everything now seems stable, didn't have anymore crashes. Replay desync seems to be fixed aswell :D Great update
by oktabyte
Sun Dec 14, 2014 12:49 pm
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 204406

Re: [MOD 0.11.6] Cursed Exp - v0.0.13

thanks for the update! But I think you might need to fix the download link for it :D
by oktabyte
Sat Dec 13, 2014 10:28 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 204406

Re: [MOD 0.11.5] Cursed Exp - v0.0.12

Found a crashbug: when sharing a map (send save + mods folder to friend, he tries to start gets the message) with a friend the map said
Error while runnung the event handler:
Curse-Exp \control.lua:659: attempt to
index field "?" (a nil value)
During loading of the map.
by oktabyte
Sat Dec 13, 2014 3:43 am
Forum: Mods
Topic: Cursed Exp - Main
Replies: 348
Views: 204406

Re: [MOD 0.11.5] Cursed Exp - v0.0.12

It seems that this mod sometimes causes desynchs in multiplayer and replay... In multiplayer (2player), if the host (game.players[1])has the gui open for skills and that gets updated (exp, seen mainly with crafting during crafting), it sometimes causes desync. In replay i cannot tell (don't have tim...
by oktabyte
Thu Dec 11, 2014 12:23 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 61167

Re: [0.11.x] tno Modpack V2.6

I can understand why you want to provide the player with some starting ammo, but not having the right gun for it kinda negates the benefits. They are meant for turrets, to survive the first few alien assaults, due to the fact that ammo production is quite some time inside the techtree and you will ...
by oktabyte
Thu Dec 11, 2014 11:49 am
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 61167

Re: [0.11.x] tno Modpack V2.6

I guess something went wrong again... (v.2.6)
The dropbox link version doesn't contain the modpack base anymore, but all mods still require it, therefore the whole pack doesn't work...
by oktabyte
Wed Dec 10, 2014 2:45 am
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 61167

Re: [0.11.x] tno Modpack V2.5

Mates31cz wrote:Can you add F-Mod ?

BTW nice job
fmod hasn't been updated to factorio 11.X, which would mean to fix the mod manually. That means a lot of work, so probably not until a lot later.
Also, how would fmod fit in the modpack? it seems to break a lot of the ideas of the pack.
by oktabyte
Sun Dec 07, 2014 4:14 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 61167

Re: [0.11.x] tno Modpack

drakie_san wrote:Yes, there is in map generator options for vanilla ores, i don't know why, i had done it, but i can't disable trees...
I wish there was a way to not have forests spawn, but with the termites that should be fine
by oktabyte
Sun Dec 07, 2014 3:56 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 61167

Re: [0.11.x] tno Modpack

It's still loading from vanilla Base... still spawning ores... don't know what i'm doing wrong, i had keep on your instructions. p.s.: I just redownloaded and completely reinstalled game but still same. when selecting generation options, is there an entry for the vanilla ores? If there isn't you ar...
by oktabyte
Sun Dec 07, 2014 1:36 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 61167

Re: [0.11.x] tno Modpack

Hi, I has a little problem, when i start new world, it spawns ores (like iron, copper, even wood, etc...) even if i has vanilla base disabled. Could you please post how to install this modpack? P.S.: Path _base_/graphics/entity//worm/worm-attack-mask-02.png does not match any mod 1. go to the forum...
by oktabyte
Fri Dec 05, 2014 2:55 pm
Forum: Mods
Topic: [0.11.x] Logistic mod
Replies: 44
Views: 39391

Re: [0.11.3] Logistic mod

add a item-blocker
- block items on a conveyor belt

add 90 degree fast left and right inserter
add 90 degree fast close left and right inserter
add 90 degree fast long handed left and right inserter
add 90 degree fast long handed close left and right inserter
Nice, thats what i call useful
by oktabyte
Thu Dec 04, 2014 9:12 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 61167

Re: [0.11.x] tno Modpack

Is it just me or is the map spawning normal ores in multiplayer?
by oktabyte
Thu Dec 04, 2014 3:45 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 61167

Re: [0.11.x] tno Modpack

wow these changes... looks like i will enjoy the game without going for the hardcore experience again :D
Looks so hard now... Let me try that once the 0.11.4 is out with a friend :D

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