Search found 1744 matches

by Qon
Sun Apr 17, 2016 11:13 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 200867

Re: [MOD 0.12.29] Robot Soldiers. 0.1.2 Updated!

Well almost every time I do it all of them respond. I've tested several times. If the robots die instantly they don't tell the others and no one attacks back. If I hurt 1, every robot within a short distance (maybe 20 tiles radious or something) will then all attack me, always. I'm using shotgun, bu...
by Qon
Sun Apr 17, 2016 11:04 pm
Forum: Mods
Topic: [MOD 0.13] Electric Void
Replies: 22
Views: 15423

Re: [MOD 0.12.X] Electric Void 1.0.0

Well it's one thing to test what happens during full load but not more (and count accumulator output as nothing more available). Then you get the current EV. Another thing would be to test what happens if you drain the system with no restrictions at all, more like laser turrets that have highest pri...
by Qon
Sun Apr 17, 2016 9:19 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 200867

Re: [MOD 0.12.29] Robot Soldiers. 0.1.2 Updated!

kyranzor wrote:only the one you shot btw
False.
by Qon
Sun Apr 17, 2016 9:06 pm
Forum: Mods
Topic: [MOD 0.13] Electric Void
Replies: 22
Views: 15423

Re: [MOD 0.12.X] Electric Void 1.0.0

The electric void doesn't suck your base dry at night. Is this a bug (as an effect of being a modded capacitor) or by design? If it doesn't work at night then I can't use it to test my energy supply at night. Also it seems to have higher priority than my accumulators which means that if I leave this...
by Qon
Sun Apr 17, 2016 8:26 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 200867

Re: [MOD 0.12.29] Robot Soldiers. Updated to 0.1.1

I forgot to mention (0.1.1): If you attack a robot soldier they turn on you and try to kill you. Probably succeed also if you are in the middle of a hundred or so q:
by Qon
Sun Apr 17, 2016 3:33 pm
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 11924

Re: [MOD 0.12.X] Ore processing & complex material processing

I'm currently balancing the mod. It requires about 2.5 times as much energy as regular mining atm and maybe 8 times the area. Non-verified head calculations. But it is in the ballpark of what I think is reasonable. Space and energy requirements might double or halve or stay the same. Productivity mo...
by Qon
Sun Apr 17, 2016 3:00 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 56445

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

Version 1.2.1 is here! Fixed glitched accumulator mark 6 discharge animation. The mark 5 blue solar panel color isn't much darker than the other panels now. Regular solar panel (mk1) now uses the "Better Icons" icon without the need to use that mod. Better Icons is still recommended for so...
by Qon
Sun Apr 17, 2016 1:50 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 56445

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

I confirm that, for non functional solar panels in 0.12.X version, replacing /prototype/entity-solar-panels solution works. Thanks for this amazing mod Or use v1.2.0 of the mod. Maybe I should post in unofficial patches section? People will still keep missing that there are plug-and-play updated ve...
by Qon
Sun Apr 17, 2016 2:10 am
Forum: Mods
Topic: MOD [ 0.17.x/0.18.x] Bio-Industries
Replies: 585
Views: 235512

Re: MOD [0.12.28+] Bio-Farm 0.6.1 - Tree Farming Mod

Got unremovable ghost entities. Forgot about the command but a save reload fixed it. Good thing I had autosave and noticed the ghosts quickly. Would be nice if the items replaced the treefarm items instead of making duplicates. Or it would have been nice before when I installed it and had treefarm b...
by Qon
Sun Apr 17, 2016 1:52 am
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 56445

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

My edits: TL;DR - works with factorio 0.12.x - one more level of accumulator - different colours, blue being best - new substation mk2 graphics - 128x128px technology icons (consistent with current vanilla) - slight tweaks to item stack sizes Longer description - works with factorio 0.12.x - uses t...
by Qon
Sat Apr 16, 2016 12:46 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 200867

Re: [MOD 0.12.29] Robot Soldiers. Updated to 0.1.1

Speaking of tech issues, I just fixed one that means 0.1.2 can be released now, which has squads follow their respective player who spawned them. Currently every unit placed just automatically joins that player's squad. Means you and a friend can play online and lead a giant army each into battle ;...
by Qon
Thu Apr 14, 2016 7:58 pm
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 188967

Re: [MOD 0.12.x] Autofill

Thanks for fixing the problems. (Haven't tested yet though) Could you make drop-in ready release packages in the future? Kind of annoying to download, unzip, rename to Autofill_1.3.13 and then move to mod directory when all other mods are just 1 step, drop the zip into the mod directory. Also would ...
by Qon
Thu Apr 14, 2016 12:49 pm
Forum: Mods
Topic: [MOD 0.12.x]Logistic Turrets
Replies: 24
Views: 19760

Re: [MOD 0.12.x]Logistic Turrets

version 0.1.2 of the mod. Factorio 0.12.29. Looking at the changelog I can see that you have made performance improvements since then but also removed the sniper turret. But thank you for your work and continued improvements, I'll update when the sniper turret returns :>
by Qon
Thu Apr 14, 2016 12:42 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 56445

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

MK3 Solar Panel don't charge any accumulator in isolated network, but simply solar panel do. 1.PNG 2.PNG Have you read this? Any chance on getting a 0.12 version? In the zip file if you replace /prototype/entity-solar-panels with https://www.dropbox.com/s/zred2ls7cs61sf1/entity-solar-panels.lua?dl=...
by Qon
Thu Apr 14, 2016 3:18 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 188967

Re: [MOD 0.12.x] Autofill

Hi, I have also Torches_0.2.2 mod (craft simple torches to get light at the early stage), but if I try to remove Torches mod, I have an error while loading my map : factorio pb autofill torches.jpg I suspect that torches is also a potential fuel, but I do not know how to correct the problem... torc...
by Qon
Thu Apr 14, 2016 3:15 am
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 70143

Re: Bug Reports

Oh you are right, that is an autofill error message. I thought it was weird that treefarm wasn't even mentioned if it had problems migrating treefarm items. Forgot that autofill is the name of a mod I have installed. Thanks q:
by Qon
Wed Apr 13, 2016 10:49 pm
Forum: Mods
Topic: [MOD 0.12.X] Ore processing & complex material processing
Replies: 28
Views: 11924

Re: [MOD 0.12.X] Ore processing & complex material processing

''Eagerly awaiting your next update :> That migration code would really help me try out recipe changes in game instead of just calculations.'' Does it work now(version 0.7.6)? I tried myself, but the recipes changed with and without that script. Another opinion baiting - Would it be positive to mak...
by Qon
Wed Apr 13, 2016 5:09 pm
Forum: Mods
Topic: [MOD 0.12.x]Logistic Turrets
Replies: 24
Views: 19760

Re: [MOD 0.12.x]Logistic Turrets

I really liked the sniper turret and replaced my defences with those. But having a lot of logistic gun turrets hurts my fps too much so I had to remove them :/
This mod was almost at 1.000 script time used and and after removing treefarm this was the most costly mod of my whole collection.
by Qon
Wed Apr 13, 2016 5:01 pm
Forum: Questions, reviews and ratings
Topic: Bug Reports
Replies: 200
Views: 70143

Re: Bug Reports

I can't uninstall this mod. If I try to disable or remove lite and AC or just AC I get an error message preventing me from loading my save file. The performance problems forced be to remove all treefarm items and without them I would like to remove the mod from my savefile. Error mesage attached.
by Qon
Tue Apr 12, 2016 9:21 pm
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 121
Views: 69561

Re: [MOD 0.12.29+] Water Well

And the other reason why I want to add this limitation feature is Factorio's logic : nothing is supposed to be free :D I thought it would be nice to have a limitation, so that sometimes, water stops, and makes you stress a little bit, wondering why your production stopped somewhere ;) Infact I don'...

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