Search found 16 matches
- Fri Aug 04, 2017 7:46 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465961
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
I luckiely still had an autosafe... was the last one tho, so i got reaaaally lucky there >.> I'd still love to be able to use the collectors :D Could you please post your save? Did you upgrade the mod and if so, from what version to what? Thanks. http://www83.zippyshare.com/v/2mKmQTQw/file.html The...
- Fri Aug 04, 2017 6:21 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465961
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
I luckiely still had an autosafe... was the last one tho, so i got reaaaally lucky there >.> I'd still love to be able to use the collectors :D Could you please post your save? Did you upgrade the mod and if so, from what version to what? Thanks. http://www83.zippyshare.com/v/2mKmQTQw/file.html The...
- Fri Aug 04, 2017 4:46 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465961
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
I luckiely still had an autosafe... was the last one tho, so i got reaaaally lucky there >.>
I'd still love to be able to use the collectors
I'd still love to be able to use the collectors
- Fri Aug 04, 2017 3:04 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465961
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
I need halp :D Had your mod running for quite a while in 0.14, so i threw it back in for 0.15 Everything was going well for ages, until u decided to use artifact collectors. I mean, they worked and everything, however on reloading the game i just get greeted by this nice message http://prntscr.com/g...
- Fri Nov 18, 2016 8:34 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 69018
Re: [MOD 0.14.x] Additional-turret
also, on the more productive site, could you fulfill my biggest wish and add support for macromanaged turrets to this mod?
i'll add the link here, integration and stuff is all listed there^^
would be an awesome addition, since it'll be way easier to automate everything
i'll add the link here, integration and stuff is all listed there^^
would be an awesome addition, since it'll be way easier to automate everything
- Fri Nov 18, 2016 2:49 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 69018
Re: [MOD 0.14.x] Additional-turret
on that elsasha guy, what a load of garbage. seriously, i can understand both sides, pirates and ppl who just buy the game. when i found factorio first, i also pirated it, because nowadays you never really know if a game will be worth it, especially thanks to all the games that go out as early acces...
- Tue Jul 05, 2016 3:51 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317732
Re: [MOD 0.13] Robot Army. 0.1.43 Artifact Collection hotfix
ah, so its an already existing thing and not your own code there.. that makes it tricky, indeed..
i guess i just play it safe for now then and ignore the rocket bots until there is some way to get around that mechanic.
still, really wierd
i guess i just play it safe for now then and ignore the rocket bots until there is some way to get around that mechanic.
still, really wierd
- Tue Jul 05, 2016 1:53 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317732
Re: [MOD 0.13] Robot Army. 0.1.43 Artifact Collection hotfix
hey there^^ say, is it possible to deactivate it, that the droids turn on you if you hurt them? because when i'm going with them and use flamethrowers or rockets, its not fun for anyone involved *edit: its also really nasty with the rocket bots... enemies get close, rocket bots hit eachother, rocket...
- Mon Jul 04, 2016 10:59 am
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 31885
Re: [0.13]|[0.12.30] Tankwerkz Ltd
but right now, they are pretty much useless compared to the handheld weapons. i mean, you can use the tank flamethrower for example, and have ok damage early, which goes to rather useless later, or use the handheld version which gets way more powerful. thats not too immersive. gotta say tho, i'm pla...
- Sun Jul 03, 2016 11:36 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465961
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.4
welp. i couldnt test it.
i played for a while, but when i reloaded i got this: http://prntscr.com/bofdcb
nvm, i take it back
evo gui got updated a few hours ago, that fixed it. testing the buildings now!
aaaand nevermind. its back again. the exact same error. i dont get it
i played for a while, but when i reloaded i got this: http://prntscr.com/bofdcb
nvm, i take it back
evo gui got updated a few hours ago, that fixed it. testing the buildings now!
aaaand nevermind. its back again. the exact same error. i dont get it
- Sun Jul 03, 2016 10:53 pm
- Forum: Mods
- Topic: [0.13]|[0.12.30] Tankwerkz Ltd
- Replies: 34
- Views: 31885
Re: [0.13]|[0.12.30] Tankwerkz Ltd
just a quick addition to the damage research and all the stuff^^ thing is, you added a research, however, you didnt add an ammo type to any of your weapons, so its not gonna matter, the research isnt going to do anything besides making the vanilla cannon shells stronger. just wanted to point that ou...
- Sun Jul 03, 2016 9:42 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465961
Re: [MOD 0.13.x] Natural Evolution - All things Alien! - 6.0.3
yo, getting an error with the new version on 1.33 http://prntscr.com/boe5gb this comes up all the time when you use the thumper, after it has done its "scan" a similar error also shows up with the mind control station. and i'd bet my ass its the same with the terraforming station too, sinc...
- Sun Jul 03, 2016 7:40 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317732
Re: [MOD 0.13] Robot Army. 0.1.41 Released!
well, i just did that for now, at least i dont have to deal with the wierdness of the bug, and the robots still do great.
probably not when i get to 50% tho.
also deactivated the message when a squad died for this because really, i dont want to hear who of my 500 clockwork robots just died :')
probably not when i get to 50% tho.
also deactivated the message when a squad died for this because really, i dont want to hear who of my 500 clockwork robots just died :')
- Sun Jul 03, 2016 5:15 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317732
Re: [MOD 0.13] Robot Army. 0.1.41 Released!
flamethrower guys? dear god.
i'm in!
that would be absolutely great!
its still really wierd tho, cant really see why they keep doing this. it feels like its just totally random
i'm in!
that would be absolutely great!
its still really wierd tho, cant really see why they keep doing this. it feels like its just totally random
- Sun Jul 03, 2016 5:08 pm
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317732
Re: [MOD 0.13] Robot Army. 0.1.41 Released!
all i really want is this nasty bug, where every robot opens his own squad to be fixed.
its so annoying :/
anyways, do you have any idea when you're gonna release the next version?
its so annoying :/
anyways, do you have any idea when you're gonna release the next version?
- Sun Jul 03, 2016 12:46 pm
- Forum: Gameplay Help
- Topic: Refreshing recipes in console
- Replies: 1
- Views: 974
Refreshing recipes in console
hi there! first of all, i hope this is the right place to post this. i got alot of mods in my game, and played around a bit in it. however, i kinda deleted some recipes, which i'm unable to get in again now. i googled for ages, but couldnt find a correct command to refresh them in 1.3 so... what is ...