Search found 225 matches

by seronis
Sat Apr 23, 2016 2:11 am
Forum: Mods
Topic: [MOD 0.13] Alien Eggs - grow your own zoo
Replies: 28
Views: 23299

Re: [MOD 0.12.X] Alien Eggs 1.0.1

Went ahead and downloaded update version but it'll be a day or two before I can actually test it specifically. Cleared out my mods folder right now cause I decided I should go ahead and work on my own version of a teraforming mod and a market/trading/homeworld type mod. I currently use Landfill and ...
by seronis
Fri Apr 22, 2016 8:21 pm
Forum: Mods
Topic: [MOD 0.13] Alien Eggs - grow your own zoo
Replies: 28
Views: 23299

Re: [MOD 0.12.X] Alien Eggs 1.0.0

Considering im using at least 3 of your mods Id prefer you not lose motivation. Compliments were purely for selfish reasons and just happen to also be deserved
by seronis
Fri Apr 22, 2016 8:08 pm
Forum: Gameplay Help
Topic: Seed / Exchange String for Water World?
Replies: 10
Views: 3938

Re: Seed / Exchange String for Water World?

Idea (i assume) would be someone starting a Creative mode game who wants to build the whole world from the ground up. Literally
by seronis
Fri Apr 22, 2016 7:59 pm
Forum: Mods
Topic: [MOD 0.13] Alien Eggs - grow your own zoo
Replies: 28
Views: 23299

Re: [MOD 0.12.X] Alien Eggs 1.0.0

226 downloads but no remark ? Does it mean that you like my eggs ? :roll: "No news is good news" Considering people tend to complain more readily than compliment (myself especially), no feedback with more than a handful of downloads means the people are too busy enjoying the mod to come b...
by seronis
Fri Apr 22, 2016 7:54 pm
Forum: Won't implement
Topic: Entity Prototype Composition
Replies: 4
Views: 2345

Re: Entity Prototype Composition

Rseding91 wrote: Those issues aside: I've never seen any game implement such a system that did anything close to what Factorio does today.
Dont Starve uses LUA for its game behavior and scripting and does use such a component system, but it doesnt handle even 1% as many simultaneous entities either.
by seronis
Fri Apr 22, 2016 9:13 am
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 91073

Re: [MOD 0.12.20+] Homeworld

Well its NOT a scenerio so of course you wont find anything there. Its a normal mod.
by seronis
Fri Apr 22, 2016 9:10 am
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 54727

Re: Homeworld 0.5.2

madkingdiamond wrote:How do you use this mod? I tried using the seeder and it crashed my game
You dont use this mod. You use the updated one that ljdp linked to.
by seronis
Fri Apr 22, 2016 12:02 am
Forum: Ideas and Requests For Mods
Topic: [REQUEST] "Pick-up Bots"
Replies: 3
Views: 1969

Re: [REQUEST] "Pick-up Bots"

Is that the name of the electronic board in Bobs Electronics? It might have that as a dependency.
by seronis
Thu Apr 21, 2016 11:59 pm
Forum: Modding help
Topic: Need some help with LUA
Replies: 5
Views: 1618

Re: Need some help with LUA

Code that isnt properly tabulated and formatted generally is not considered worth looking at. So if you ever need to post more than about a half dozen lines of code you should use a source code specific paste site or in the case of mods zip up the whole mod and post a download link.
by seronis
Thu Apr 21, 2016 11:43 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197330

Re: Solar panels less of a no-brainer

So you're listing potential failure conditions in the setting up phase. I'll take that. Now since solar HAS FAR MORE FACTORIES REQUIRED to get accumulators and panels produced you have far more potential failure conditions. Again you're not taking into consideration the entire set of steps needed fo...
by seronis
Thu Apr 21, 2016 11:38 pm
Forum: Ideas and Suggestions
Topic: Multiplayer Gamemode
Replies: 2
Views: 1650

Re: Multiplayer Gamemode

Pollution is helpful to biters though. They grow because of it, evolve because of it, and breed more because of it. Its basically super food. As a biter player you should probably have a very low natural reproduction rate and need to send scouts (biters) to find sources of player pollution in order ...
by seronis
Thu Apr 21, 2016 10:02 pm
Forum: Frequently Suggested / Link Collections
Topic: New Types of Belts (And why they are NOT a Good Idea!)
Replies: 4
Views: 40640

Re: New Types of Belts (NOT!)

It has a tutorial for belts already. Built into the game as challenge levels. If no one ever does those thats their problem
by seronis
Thu Apr 21, 2016 9:40 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 91073

Re: [MOD 0.12.20+] Homeworld

Anything wrong? Well you should still leave the zip as a zip and NOT unpack it. Try that and see if it works. If you absolutely insist on unpacking it then you need to manually clean up the Apple crap that is left in the archive. those are safely ignored while its zipped up. They likely bug the gam...
by seronis
Thu Apr 21, 2016 9:34 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197330

Re: Solar panels less of a no-brainer

Except its not clearly false. You build oil-2-solidfuel production so that power generation gets saturated first and only excess solid fuel goes to other needs. If you dont have power then nothing else runs so thats a no brainer design decision. I've never once even paid attention to my oil producti...
by seronis
Thu Apr 21, 2016 9:15 pm
Forum: Mods
Topic: [MOD 0.12.20+] Homeworld
Replies: 153
Views: 91073

Re: [MOD 0.12.20+] Homeworld

Well the archive is a zip, not a rar. So you obviously have the wrong mod to start with. Download from the link in the first post. Also you dont unzip mods. You leave them as a zipped archive and just place the *.zip into your mods folder.
by seronis
Thu Apr 21, 2016 3:58 pm
Forum: Ideas and Suggestions
Topic: World and Transport Suggestion
Replies: 7
Views: 2414

Re: World and Transport Suggestion

To be honest once I feel the need to go into space I just try Spacebase or Space Engineers instead. Or Star Ruler. One game doesnt need to try to do everything as it will lose its focus. Your suggestion of 'different resource on the moon'. For the most part this makes no sense. Most celestial bodies...
by seronis
Thu Apr 21, 2016 3:48 pm
Forum: Implemented Suggestions
Topic: Terrain elevation, hills and mountains with fake cliffs
Replies: 67
Views: 67240

Re: Terrain elevation, hills and mountains with fake cliffs

By seeing the issue brought up a couple dozen times and the ratio of responses.
by seronis
Thu Apr 21, 2016 3:40 pm
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197330

Re: Solar panels less of a no-brainer

Sorry, but this makes totally no sense. The goal is not to force people using steam, but to make solar less "plop and forget". Steam is also plop and forget. And it requires less research. And less of a factory chain. Solar requires more tech. Requires significantly more resources. Requir...
by seronis
Thu Apr 21, 2016 3:19 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
Replies: 31
Views: 46829

Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Jesus8000 wrote:__radar-two__/control.lua:33: attempt to index global 'game' (a nil value)
error
Schmendrick wrote:Tested-With-Factorio-Version: 0.12.3
Rule 1 of using mods. Make sure versions are compatible
by seronis
Thu Apr 21, 2016 5:55 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 197330

Re: Solar panels less of a no-brainer

2) The setup is much more complex. No its not. The setup for accumulators and solar panels includes the setup for every ingredient they require, and every ingredient those intermediates require, all the way back to the ore gathering and smelting. Just because you're not giving credit to the whole s...

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