Great, Thanks a lot. Can't wait to see how this will work outeradicator wrote:Done. Also added compatibility for Bob's Vehicle Equipment while i was at it .oktabyte wrote:This seems like fun. Can we get Bob's Warfare Fusion Reactor compatibility?
Search found 28 matches
- 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
- 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?
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 Great update
- 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
- 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
During loading of the map.Error while runnung the event handler:
Curse-Exp \control.lua:659: attempt to
index field "?" (a nil value)
- 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...
- 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 ...
- 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...
The dropbox link version doesn't contain the modpack base anymore, but all mods still require it, therefore the whole pack doesn't work...
- 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
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.Mates31cz wrote:Can you add F-Mod ?
BTW nice job
Also, how would fmod fit in the modpack? it seems to break a lot of the ideas of the pack.
- 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
I wish there was a way to not have forests spawn, but with the termites that should be finedrakie_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...
- 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...
- 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...
- 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
Nice, thats what i call usefuladd 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
- 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?
- 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
Looks so hard now... Let me try that once the 0.11.4 is out with a friend
Looks so hard now... Let me try that once the 0.11.4 is out with a friend