Ya know, i hate pokemon. but this looks kind of fun lol
Would it be possible to throw an attack capsule that attracts allied biters to the location?
Some way to control them at least.
Search found 181 matches
- Sat May 28, 2016 5:45 pm
- Forum: Mods
- Topic: [MOD 0.12.34] Capture Capsules - Gotta catch em all!
- Replies: 3
- Views: 3010
- Sat May 28, 2016 6:14 am
- Forum: Bob's mods
- Topic: Smelting using liquid fuel
- Replies: 3
- Views: 2592
Re: Smelting using liquid fuel
Like lavashadowdragon wrote:... liquids to melt metals.
- Thu May 26, 2016 8:08 pm
- Forum: Mods
- Topic: [MOD 0.12.33] SnowMod 0.0.02
- Replies: 9
- Views: 6039
Re: [MOD 0.12.33] SnowMod 0.0.01
This is actually awesome! Will there be more to it or will it forever just be a new biome. I would love to see biters get santa hats when they run into a snow biome!
- Thu May 26, 2016 12:07 am
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15293
Re: [MOD 0.12.17+] Combat variations 0.1.0
In the data.lua file inside the mod, the different parts are loaded by group. I can't guarantee that disabling one doesn't mess other things up, but things are fairly split up. So the Data.lua tells the mod what to load? i just thought it told the game what files were required to run .-. (removing ...
- Wed May 25, 2016 5:58 pm
- Forum: Mods
- Topic: [MOD 0.12.17+] Combat variations 0.1.1
- Replies: 39
- Views: 15293
Re: [MOD 0.12.17+] Combat variations 0.1.0
This actually looks kinda awesome! Would it be possible to add a config to enable/disable parts? I honestly don't like the turrets, (i mean they are cool but with 4+other mods it becomes very overwhelming to have 2 kinds of Mk1 Mk2 mk3 and cannon turrets) I usually disable parts myself but that does...
- Wed May 25, 2016 5:47 pm
- Forum: Mods
- Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
- Replies: 106
- Views: 97185
Re: [MOD 0.12.30] Satellite Uplink Station 0.1.3
This is true...Shrooblord wrote: I don't mean to butt in, because in this matter I do agree with you; however, in general, it's wise not to use spaces in filenames. Computers and your future self will like you more for it.
- Wed May 25, 2016 5:46 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Landfill (2.1.7)
- Replies: 197
- Views: 288515
Re: [MOD 0.12.x] Landfill (2.1.7)
EDIT:
Nvm wrong mod .-.
Nvm wrong mod .-.
- Tue May 24, 2016 5:44 pm
- Forum: Mods
- Topic: [0.13.x] Enable Productivity Modules for mod recipes
- Replies: 9
- Views: 4725
Re: [0.12.x] Enable Productivity Modules
Thanks for changing the title to remove any confusion lol
im assuming the process isnt automatic since you said it requires editing for other recipes
- Tue May 24, 2016 8:05 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 43678
Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Any word on new updates? Been trying to finalize my Factorio mods folder so i can finish a playthrough for once instead of finding a new cool mod that i want to restart for,
(Really im afraid if i finish once ill be done playing lol)
Thanks again for this great mod!
(Really im afraid if i finish once ill be done playing lol)
Thanks again for this great mod!
- Tue May 24, 2016 6:52 am
- Forum: Mod Packs / Libs / Special Interest
- Topic: [0.12.X] Biter-Friendly Rails
- Replies: 36
- Views: 22290
Re: [0.12.X] Biter-Friendly Rails
This mod doesnt seem to work with Happy factorio, i disabled the happy textures from happy factorio to make biters stop attacking my rails. Just a warning to future players.
- Tue May 24, 2016 6:31 am
- Forum: Development tools
- Topic: Simple Mod Creater
- Replies: 8
- Views: 5290
Re: Simple Mod Creater
It is great to see something like this. Hopefully it will have mod compatibility?
- Wed May 18, 2016 4:58 am
- Forum: Mods
- Topic: Wizartorio: Magic in your Factory
- Replies: 9
- Views: 6766
Re: Wizartorio: Magic in your Factory
This is a really interesting idea actually. would love to see where this goes.
- Mon May 16, 2016 5:36 pm
- Forum: Mods
- Topic: [MOD 0.12.x - 0.14.x] Upgrade
- Replies: 15
- Views: 15567
Re: [Mod 0.12.x] Upgrade
Thanks!
- Sat May 14, 2016 7:47 am
- Forum: Ideas and Requests For Mods
- Topic: Depth mod
- Replies: 5
- Views: 7326
Re: Depth mod
ok so maybe wait to post something until you actually have something to show off?
I see a lot of things not happen after someone said they are gonna do it (Not just facotio forums)
I see a lot of things not happen after someone said they are gonna do it (Not just facotio forums)
- Mon May 09, 2016 12:22 am
- Forum: Mods
- Topic: Magical Boxes!
- Replies: 2
- Views: 3042
Re: Magical Boxes!
Are these crafted? do they spawn in the world randomly? More info please. And pictures
- Sat May 07, 2016 7:02 am
- Forum: Mods
- Topic: [MOD 0.12.x] Multiplied Minables
- Replies: 15
- Views: 8292
Re: [MOD 0.12.x] Multiplied Minables
Don't suppose it would be possible to make it so a special pick causes more ores instead of automatic multiplied ores?
In my current mod pack i would love to make player mining always faster then drilling (as long as you keep up with it and have only a few miners)
In my current mod pack i would love to make player mining always faster then drilling (as long as you keep up with it and have only a few miners)
- Sat May 07, 2016 6:42 am
- Forum: Mods
- Topic: [MOD 0.12.x] Assembly Zero
- Replies: 7
- Views: 9576
Re: [MOD 0.12.x] Assembly Zero
I have looked and looked but im just unable to find it.Nebbeh wrote:I really love this mod, but would suit my needs better as 2x2, what and where do I need to change to make it 2x2 instead?
Anyways, much appreciated mod!
I too would like this information
- Thu Apr 28, 2016 10:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] K&L Inserters
- Replies: 83
- Views: 61531
Re: [MOD 0.12.x] K&L Inserters
This mod doesn't play nice with Dytechs World mod, adding random items that can be found on the ground. if a Candle inserter is found on the ground it already has directions set and when placed causes a crash. It also completely overtakes the loot table and 99% of the items will be a game crashing c...
- Thu Apr 28, 2016 6:14 am
- Forum: 5dim's mod
- Topic: Ideas and suggestions
- Replies: 39
- Views: 33731
Re: Ideas and suggestions
The mods look great HOWEVER I am not willing to use it because the inventory icons for crafting are just a pain in the butt to use (and look at) I want a config option to disable the inventory Grouping, please. Also, your English is terrible (no offence) If you want some help with that let me know. ...
- Thu Apr 28, 2016 3:23 am
- Forum: Mods
- Topic: [MOD 0.12] Happy Factorio
- Replies: 18
- Views: 40065
Re: [MOD 0.12] Happy Factorio
This mod seems to break the Base Research pictures by zooming in (Setting them to the wrong size? I don't think its a mod conflict but it could be. I have 50+ mods installed)
I just did a quick fix and removed all the Tech pictures from being replaced.
I just did a quick fix and removed all the Tech pictures from being replaced.