Search found 124 matches

by XyLe
Sat Jun 20, 2015 5:07 pm
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158233

Re: [0.11.11+] FARL 0.2.8 (Rail Layer) (MP ready!?)

DerRichtige wrote:Hi
what do i make wrong if i get the Error:

Image

Pls Help
Thx
In your mods folder this file doesn't have the right name. "expected" means the name that it is supposed to have, try renaming "rail-layer" to "rail-layer_0.0.6"
by XyLe
Fri Jun 19, 2015 6:18 am
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 65142

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

haha, yeah, it's been sitting in my hard drive for months :D yesterday was a super weird day since i had nothing better to do than to prepare and put this mod on the forums. It's very true that usually people make mods with x10 kind of upgrades, i find it unreasonable, obviously it's way too compact...
by XyLe
Thu Jun 18, 2015 5:02 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 65142

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

Working version here: https://forums.factorio.com/viewtopic.php?f=120&t=23899#p151383 INTRO: Hello! My name is Mike a.k.a. XyLe, and I present to you this little mod which works with electricity and is intended to make solar power plants more compact, especially in the later stages of the game. ...
by XyLe
Fri Jun 05, 2015 9:42 pm
Forum: Mods
Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
Replies: 67
Views: 67878

Re: [0.11.22] Automated Red Alert harvesters 0.0.1

This is super-extremely impressive! ) gonna try and play with this mod for a bit. Very curious :)
by XyLe
Sat May 09, 2015 7:14 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
Replies: 31
Views: 46933

Re: [0.11.17+] Radar 2.0

I think this mod is awesome) i actually wanted to write something like that myself, but was too lazy, so thank you for sharing this! cheers!
by XyLe
Tue Apr 28, 2015 12:34 pm
Forum: Mods
Topic: [0.11.X] Strike's Config Mod
Replies: 13
Views: 10563

Re: Strike's Config Mod

Oh, well, since you want an opinion... i can reply to your topic of course. Share my thoughts, why not. A mod like that does some changes i'm not aware of, so i'm not gonna download and figure out all the changes while playing, because i'm not sure i'm gonna like it, probably not. You said that you ...
by XyLe
Mon Apr 27, 2015 11:19 am
Forum: Show your Creations
Topic: Defense Creations & Solution to Spitters
Replies: 10
Views: 18578

Re: Defense Creations & Solution to Spitters

The idea of such name "defense cookie" makes me smile :) great job! )))))) i think we gotta come up with a defensive glass of milk next to it. Regarding ways of defending - i find no challenge to defend the base in vanilla game. With just turrets+walls+belts there simply should be enough t...
by XyLe
Thu Apr 23, 2015 8:32 pm
Forum: Show your Creations
Topic: Spot the mistake
Replies: 13
Views: 12724

Re: Spot the mistake

There is no mistake with this design. Technically. So you have 2 belts of iron when less iron would be enough, how is that a mistake? It's not, because it works. but It's inefficient, it's a waste of space and resources, but there are so many inefficient spots in this design that i see no problem at...
by XyLe
Sun Apr 19, 2015 11:11 am
Forum: Mods
Topic: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)
Replies: 24
Views: 28154

Re: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)

My understanding from reading the code: The game starts on peaceful mode. For every minute spent in that mode with evolution factor > 0.1, the expansion chance is recalculated - a random value between 100 * (evolution factor) and 100 * (evolution factor + 1). If the chance is > 100, the game switch...
by XyLe
Thu Apr 09, 2015 7:30 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 198167

Re: [MOD 0.11.x] 5dim's mod [+3,000 downloads. Thanks you all]

Welcome back :) your mods are pretty cool! But as i've mentioned already, there's a problem with robots and floors, you said you were gonna take a look into that situation. So is it possible to do so that robots could build and deconstruct floors? Most problematic in MP is of course deconstruction b...
by XyLe
Thu Apr 09, 2015 12:20 am
Forum: Mods
Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
Replies: 71
Views: 41733

Re: [0.11.xx](almost)Pointless mod 0.0.0.1

Another signature and must have feature of your mod in my opinion should be a completely pointless research which gives absolutely nothing or something completely pointless depending on how you wanna make it and how modding actually works. I'm not entirely sure you can add a research which does noth...
by XyLe
Wed Apr 08, 2015 12:35 pm
Forum: Mods
Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
Replies: 71
Views: 41733

Re: [0.11.xx](almost)Pointless mod 0.0.0.1

Can you change the winning conditions of the game? Seems like in your mod placing down a rocket defense shouldn't end the game. It should just last forever with no goal to be completely pointless. Otherwise the mod just doesn't feel right tbh. Cheers!
by XyLe
Sun Apr 05, 2015 8:01 pm
Forum: Mods
Topic: [0.14.something](almost)Pointless mod 0.0.0.5.2
Replies: 71
Views: 41733

Re: (almost)Pointless mod 0.0.0

I thought i'd post a pointless message here. If that's ok..
by XyLe
Fri Apr 03, 2015 10:15 am
Forum: Multiplayer
Topic: Looking For Mutiplayer
Replies: 4
Views: 7822

Re: Looking For Mutiplayer

I'd play sometimes if it's age appropriate, to find players join evolve group. I'm there sometimes too. about a year of experience of playing this game, it doesn't mean our play styles will match though. i also like using a few mods including a mod of my own. cheers!
by XyLe
Tue Mar 31, 2015 7:38 pm
Forum: Mods
Topic: [0.12.x] Mining Drill & Better ore storage - v1.0.3
Replies: 48
Views: 62811

Re: [0.11.x] Mining Drill & Better ore storage - v1.0.3

Actually XyLe, he's mostly suggesting (and I agree to an extent) that you're attempting to make this mod into something very similar to an already existing mod, and that you should use that mod to cover the things about this mod that you don't like. 1. Everybody here seems to be so concerned with w...
by XyLe
Tue Mar 31, 2015 1:18 pm
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21596

Re: [MOD 0.11.19+] Increments

Thank you very much! )
by XyLe
Tue Mar 31, 2015 12:32 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330422

Re: [MOD 0.11.13+] Treefarm REDUX

They kinda do, so i guess you're right ;)

I wasn't sure about that and had to double check, i never use rocket launchers when i play
by XyLe
Tue Mar 31, 2015 10:55 am
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21596

Re: [MOD 0.11.19+] Increments

Hey i wanna make a mod for a couple of electricity-related things, would it be ok if i took 1 of your files to be a part of my mod? I only want an upgraded substation and yours would fit perfectly so i can't be bothered writing basically the same code from scratch. What do you think?
by XyLe
Tue Mar 31, 2015 10:49 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 330422

Re: [MOD 0.11.13+] Treefarm REDUX

Thx for your feedback Xyle! There will be a small update in the following days (not sure when, but definetly before saturday) that will address some of your points. That would be great! But i've reconsidered something in that regard. Gonna share my thoughts here: Poison/slowdown capsules are not ho...
by XyLe
Tue Mar 31, 2015 10:28 am
Forum: Mods
Topic: [0.12.x] Mining Drill & Better ore storage - v1.0.3
Replies: 48
Views: 62811

Re: [0.11.x] Mining Drill & Better ore storage - v1.0.3

We should compare that with boxing mod, where it is 10 for anything. 15 seems to be fair, 10 is "OK". No we should not. There's no reason to compare this mod to any other mod. I'm not even remotely interested in "boxing mod". Why 20 for copper? I said "plates", not &qu...

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