
Search found 7 matches
- Mon Jun 03, 2019 9:03 pm
- Forum: Ideas and Requests For Mods
- Topic: evolution factor for biters
- Replies: 4
- Views: 2135
Re: evolution factor for biters
Thak you m8! I appreciate this 

- Mon Jun 03, 2019 1:54 pm
- Forum: Ideas and Requests For Mods
- Topic: evolution factor for biters
- Replies: 4
- Views: 2135
Re: evolution factor for biters
Find this parameters here
https://forums.factorio.com/viewtopic.php?f=135&t=45107
I am illiterate, my abilities is very basic, all i want is shift appearance of tier3 from 0.5 to 0.6 evo and behemoths from 0.9 to 0.85 evo + remore tier2 aliens from spawn table after ~0.9
what should i do with ...
- Mon Jun 03, 2019 1:25 pm
- Forum: Ideas and Requests For Mods
- Topic: evolution factor for biters
- Replies: 4
- Views: 2135
evolution factor for biters
i have this piece of code
data.raw["unit-spawner"]["biter-spawner"].result_units = (function()
local res = {}
res[1] = {"behemoth-biter", {{0.85, 0.0}, {0.90, 0.1}, {1.0, 0.25}}} end
return res
end)()
and i know what i should put it in data-final-fixes.lua
but code is incorrect + i want to ...
data.raw["unit-spawner"]["biter-spawner"].result_units = (function()
local res = {}
res[1] = {"behemoth-biter", {{0.85, 0.0}, {0.90, 0.1}, {1.0, 0.25}}} end
return res
end)()
and i know what i should put it in data-final-fixes.lua
but code is incorrect + i want to ...
- Fri May 31, 2019 1:14 am
- Forum: Ideas and Requests For Mods
- Topic: Mod Request: Remove infinite tech
- Replies: 2
- Views: 1311
Mod Request: Remove infinite tech
Sounds pretty simple, i work hard for balance my modpack for all possible damage values with and without some exact research levels (red+green, red+greed+military, +hitech(utility) etc). But it's kinda have no point cause every damage can scale up infinetly, but enemies stay the same. This fact just ...
- Mon Nov 05, 2018 11:54 pm
- Forum: Reika's Mods
- Topic: Loss Prevention - Because noone enjoys taking down green biters with red ammo
- Replies: 13
- Views: 9193
Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo
60 hours - no blue science, no ammo production, jesus christ...
- Mon Sep 24, 2018 3:54 pm
- Forum: Ideas and Requests For Mods
- Topic: MOD REQUEST - CAR CUSTOM WEAPONARY
- Replies: 4
- Views: 2254
Re: MOD REQUEST - CAR CUSTOM WEAPONARY
Before they added the tank, you used to just be able to use your weapon while in a car. When they added the tank, the changed the game so that you can't do that anymore, but you the vehicle itself could have a weapon.
As far as I know, there is no way to allow you to have specific weapon slots on ...
- Sun Sep 23, 2018 4:24 pm
- Forum: Ideas and Requests For Mods
- Topic: MOD REQUEST - CAR CUSTOM WEAPONARY
- Replies: 4
- Views: 2254
MOD REQUEST - CAR CUSTOM WEAPONARY
idea is simple, can anyone create a mod which is just add 1 empty slot for guns inside vanilla car, so player will able to put in this slot flamethrower, rocket launcher, any weapon from mods (or even pistol if you are crazy). This made car relevant for late game, just because it's more agile and ...