Search found 113 matches

by Berkys32
Tue Aug 23, 2016 3:04 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 226456

Re: [MOD 0.12.x] Autofill

Could you please add support for Natural Evolution mod? I tried it for myself, but wasnt lucky :-/
by Berkys32
Tue Aug 23, 2016 5:58 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 316167

Re: [MOD 0.13.17] Rampant - 0.0.4

Biters attacked my outposts too, but I have few batteries and solar panels on each outpost, so they were safe before I added laser turrets to every big pole. Luckyly my outposts are just few chunks away from my base, so it wasnt so hard to repair and strenghten my power supply... To my bug - Im gett...
by Berkys32
Mon Aug 22, 2016 1:52 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.1

I dont know why, but Artifact collector cant be picked using "Picker" mod or even build via blueprint or removed with deconstruction planner
by Berkys32
Thu Aug 11, 2016 11:38 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.0

TheSAguy wrote:

Code: Select all

/c game.map_settings.enemy_evolution.destroy_factor = 0.0002
I used this and now its much better. Same as with pollution factor, when I used your command to get 2x instead of 2,5x, my evolution increase became twice bigger than before. It seems I had vanilla settings...
by Berkys32
Wed Aug 10, 2016 8:34 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.2.0

Is there any command for changing how much evo rate is for destroying spawners? It seems its too big for me, I got 1% for every few spawners...
by Berkys32
Sun Jul 24, 2016 3:21 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.1

Suggestion:
Could you please add Bio ammo version of bobs mod ammo? One made from cordite and gunmetal? I think its sad that your Bio ammo makes it useless, it has nice and complicated recipe ;)
by Berkys32
Fri Jul 22, 2016 9:00 am
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 172293

Re: MoMods: CoreMod Downloads

Oh I'm very sorry. Maybe because I was writing from mobile counts as excuse but had to read the Lua command more carefully. Dont apologize, thanks to you I now know that "freeze :: boolean" means change "freeze" to "true" or "false". Few more research and may...
by Berkys32
Fri Jul 22, 2016 8:56 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.1

@Berkys32 it's a kind of defensive offensive, imagine everything is overrun with critters and they're so close that your sniper turrets are always engaged Ah, i see your point. Luckily i never was ao deep in hell :D. If spawner comes so close that biters are constantly attacking, I just take my sni...
by Berkys32
Thu Jul 21, 2016 10:14 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 172293

Re: MoMods: CoreMod Downloads

Ok, Im not coder, I dont understand much, but I was able (after hour or so) to find mistake - working command is:

/c game.surfaces[1].freeze_daytime(false)

Thanks again, Steinio, for your help. You saved my save ;)
by Berkys32
Thu Jul 21, 2016 5:30 pm
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 172293

Re: MoMods: CoreMod Downloads

Thank you very much, sir!

EDIT: It doesnt work:

*here was picture with error message*
by Berkys32
Thu Jul 21, 2016 8:49 am
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 172293

Re: MoMods: CoreMod Downloads

Hi, does anybody know how to properly remove MoWeather? Deleting .zip file cause time to stop, and i dont want to starz new game. I didnt know that this mod is dead when i decided to try this one...
by Berkys32
Wed Jul 20, 2016 8:02 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.1

TheSAguy and more experienced comrads, It was mentioned before that Mind control station can be used when expanding. Can u please explain that way for me? I just tried to use this building, and cant find way how to use it properly. It doesnt have big range (just little more than sniper turrets), so ...
by Berkys32
Wed Jul 20, 2016 11:57 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.0

Bio farm mod - do you think Bio Industries from theSAguy?
by Berkys32
Wed Jul 20, 2016 10:11 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.0

somaplus wrote:
1. How can I get alien toxin? I can't see the recipe of alien toxin in my manufacture tab..
Look at research "Alien hatchery" or so. Theres recipe, its from artifact and water, made in same building as petrol, sulfur, etc.
by Berkys32
Tue Jul 19, 2016 9:41 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 313296

Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.2.3 - (Formally Bio-Farm)

*After reading previous posts reading description too* Dear theSAguy! Thank you very much for this great mod (until now i didnt realize its your work too). I cant imagine playing NE without BIO-I, and cant imagine playing Factorio without NE. So your mods are must-have for me ;) But I have to ask yo...
by Berkys32
Tue Jul 19, 2016 9:14 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.0

TheASguy, thanks for reply. I forgot about other buildings than T stations. I definetly try mind control, it sounds usefull, especialy in high density spawner area! So my current game: This time I was faster. Still have more than half of iron deposit. Copper is almost done, but many is hidden under ...
by Berkys32
Mon Jul 18, 2016 8:52 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.1.0

Why mods cant be updated using in-game option, but can be installed this way?
by Berkys32
Sun Jul 17, 2016 6:35 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174273

Re: [0.12.x][v0.12.11] Bob's Warfare mod

(Probably) Bug ( but really small ) report - i have two different Armor crafting 3 research. One vanilla, one bobwarfare
by Berkys32
Sun Jul 17, 2016 2:10 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.0.5

I play with RSO, Bobs, Bio too plus few more ;) 1) So if I add Expansion mod to current game, it changes penalties from time and pollution? And wheres problem with removing? I removed Expansion mod and played for some time, and only different thing was that spawners were respawning much slower (but ...
by Berkys32
Sat Jul 16, 2016 9:28 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426687

Re: [MOD 0.12.x | 0.13.x] Natural Evolution - All things Alien! - 6.0.5

Hi! I really like idea of this mod. It increases difficulty in way i like - more HP for spawners, more enemies and so. But only expansion is quite unbeatable for me - at first Im playing mostly in work, second I dont like "rush" or "grind" games. So everytime before I was able to...

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