Search found 282 matches

by oLaudix
Thu Sep 17, 2015 9:37 am
Forum: Technical Help
Topic: Enable enemies after map creation
Replies: 10
Views: 24431

Re: Enable enemies after map creation

You could try using Peace Mod - https://forums.factorio.com/forum/viewtopic.php?f=87&t=8344&start=40#p92300 . It creates patches of ore that can be mined and turned into artifacts. You would ave to create patch of it with console command though so I'm not sure if you wont consider this cheat...
by oLaudix
Thu Sep 17, 2015 1:15 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 435869

Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!

Mod makes Behemoth Biters smaller than original, but then when they die they go back to their original size.
https://gfycat.com/ElementaryNeglectedBorer
by oLaudix
Thu Sep 17, 2015 12:00 am
Forum: Resolved Problems and Bugs
Topic: [0.12.8] [kovarex] shotgun shoots in only 8 directions
Replies: 6
Views: 7907

Re: [0.12.8] shotgun shoots in only 8 directions

So I'm not going crazy after all! I thought something changed but wasnt sure. It is actually hard to hit some critters now.
by oLaudix
Wed Sep 16, 2015 11:04 pm
Forum: Releases
Topic: Version 0.12.8
Replies: 36
Views: 45465

Re: Version 0.12.8

Something happened to shotgun or did it always shoot only on 8 way axis? I could swear it used to shoot at the cursor position. Its kinda hard to hit some biters that come at awkward positions.
by oLaudix
Wed Sep 16, 2015 7:45 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 435869

Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!

http://i.imgur.com/jQyYPEZ.png
Any idea why expansion chunks suddenly appeared in the middle of my factory? Time difference between the screensots is like 5 minutes. Evolutionary factor is 91,1% on both.
by oLaudix
Wed Sep 16, 2015 7:23 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 93430

Re: [MOD 0.12.5+] ModuleInserter 0.0.91

That was fast ... thanks.
by oLaudix
Tue Sep 15, 2015 11:49 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 93430

Re: [MOD 0.12.5+] ModuleInserter 0.0.9

Is it normal that it ignores stuff from some mods or did i do smth wrong? Not normal, but since I don't use mods that add machines/modules it's to be expected. Mod and "stuff" please :D Only replicators from Dark Matter Replicators didnt work for me. No biggie since i dont use much of tho...
by oLaudix
Tue Sep 15, 2015 4:57 pm
Forum: Mods
Topic: [MOD 0.15] ModuleInserter 2.0.0
Replies: 133
Views: 93430

Re: [MOD 0.12.5+] ModuleInserter 0.0.9

Is it normal that it ignores stuff from some mods or did i do smth wrong?
by oLaudix
Mon Sep 14, 2015 5:33 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 122412

Re: [MOD 0.12.x] Foreman - Blueprint Manager 0.0.8

Oooooh. So its automaticly takes the first blueprint from the toolbar if i leave the text empty ... I thought there is some button i miss that turns blueprints into strings somewhere. Now it works as intended, thank you very much. I am massive blueprint guy. I blueprint stuff like requester chest + ...
by oLaudix
Mon Sep 14, 2015 2:37 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 122412

Re: [MOD 0.12.x] Foreman - Blueprint Manager 0.0.8

Blueprints in defaultBook.lua file look like that. I just use Bluepint String to add it to the foreman which works fine. I just can't put it into actuall ingame blueprint.

Is there a way to turn blueprints from toolbar into foreman blueprints?
by oLaudix
Mon Sep 14, 2015 1:18 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 122412

Re: [MOD 0.12.x] Foreman - Blueprint Manager 0.0.8

Can anyone explain how to actually use this? How can i get blueprints stored in foreman into the actuall ingame blueprint? I can add blueprints to foreman, export them to output folder etc but I have no idea how to actually use the stored blueprints. When i press "l" i get error: http://i....
by oLaudix
Sun Sep 13, 2015 3:01 pm
Forum: Show your Creations
Topic: This was a peaceful neighbourhood ...
Replies: 2
Views: 6534

This was a peaceful neighbourhood ...

... until i started this monstrosity. All those bodies are from last couple of minutes.

http://oi59.tinypic.com/2modp4z.jpg

PS. I so wish blueprints work with modules T-T
by oLaudix
Sat Sep 12, 2015 9:03 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 435869

Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!

It's jus how factorio works. Even if the dependancy is conditional, as long as you have it it won't work if you wont have the minimum version specified in the info file. Newest version of NE requires RSO v 1.3.0 and i had 1.2.9. BTW i noticed strange behaviour. Instead of grouping together biters so...
by oLaudix
Sat Sep 12, 2015 12:38 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 435869

Re: [MOD 0.12.x] Natural Evolution v4.3.0 - All things Alien!

Do i have to start new game for this to work, or will it adjust to the world aleady existing?

NVM. It doenst want to work for me at all. It works after all i had older version of RSO =_=
by oLaudix
Sat Sep 12, 2015 12:20 am
Forum: News
Topic: Friday Facts #103 - Prototyping ahead
Replies: 42
Views: 39359

Re: Friday Facts #103 - Prototyping ahead

Now ill never upgrade from steel to electric furnace. Thanks a lot Albert ....
by oLaudix
Mon Sep 07, 2015 1:49 pm
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 73034

Re: [0.12.5]Dark Matter Replicators

V 0.5.4 refuses to work for me. Any ideas? http://i.imgur.com/GnX0CkX.png
by oLaudix
Thu Aug 27, 2015 3:52 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 325927

Re: Foreman 0.1.9 - A factory optimisation tool.

Nicksaurus, thank you so much for making this wonderful app. As a way of repaying you (and paying it forward, really), I've started to work on adding Productivity modules to your simulation. The modules can be set on each production node, and can be mixed and matched among available modules with Sp...
by oLaudix
Thu Aug 27, 2015 3:48 pm
Forum: Ideas and Suggestions
Topic: Independent day/night cycles for each world
Replies: 8
Views: 6943

Re: Independent day/night cycles for each world

Wyrm wrote:
oLaudix wrote:How would you plan your solar then?
Carefully. They would require testing, to be sure, but what build doesn't?
Except if you randomize each planet you would have to test it every single time.
by oLaudix
Tue Aug 25, 2015 12:17 pm
Forum: Resolved Problems and Bugs
Topic: [0.12.4] [Rseding91] Very, very fast machines get bugged productivity
Replies: 6
Views: 7498

Re: [0.12.4] Very, very fast machines get bugged productivity

The reason here is that with machines with such fast crafting speeds, low time recipies hit cap which is 60 items per second. Cap is present because there can be only 1 action per 1 tick and there are 60 ticks per second. If production time of any item goes lower than 1/60 of the second no matter ho...
by oLaudix
Mon Aug 24, 2015 1:58 am
Forum: Ideas and Suggestions
Topic: Independent day/night cycles for each world
Replies: 8
Views: 6943

Re: Independent day/night cycles for each world

How would you plan your solar then? It would be annoying if anything. I would rather see some other types of environment.

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