Search found 282 matches
- 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...
- 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
https://gfycat.com/ElementaryNeglectedBorer
- 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.
- 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.
- 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.
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.
- 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.
- 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...
- 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?
- 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 + ...
- 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?
Is there a way to turn blueprints from toolbar into foreman blueprints?
- 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....
- 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
http://oi59.tinypic.com/2modp4z.jpg
PS. I so wish blueprints work with modules T-T
- 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...
- 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 =_=
NVM. It doenst want to work for me at all. It works after all i had older version of RSO =_=
- 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 ....
- 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
- 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...
- 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
Except if you randomize each planet you would have to test it every single time.Wyrm wrote:Carefully. They would require testing, to be sure, but what build doesn't?oLaudix wrote:How would you plan your solar then?
- 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...
- 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.