Search found 306 matches
- Mon May 04, 2015 6:13 am
- Forum: Mods
- Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
- Replies: 90
- Views: 67623
[MOD 0.12.2+] Evolution | Alien Manipulation
[Edited by Koub] : This mod is currently not working. It's broken by 0.12.11 update. Hello there, This is a mod that has something a lot different in store then any other mod has to offer! After making my modpack. I felt like there was a missing mod. Something to convert alien biters to your own ha...
- Mon May 04, 2015 5:26 am
- Forum: Not a bug
- Topic: Throughout Factorio versions. *ZIP Archives cause ERRORS!*
- Replies: 14
- Views: 6205
Re: Throughout Factorio versions.
Found the issue! After making my own mod. And loading everything up (In a folder) Everything works just fine! BUT NOW! I zipped it up into an archive dragged it into my game and BAM *Name*.png could not be found/loaded! Wait what? How.. it loaded up fine. Just one mod in my mods folder? ... What gon...
- Mon May 04, 2015 1:32 am
- Forum: Modding help
- Topic: Help o.o.. Things broke o.O!
- Replies: 5
- Views: 1443
Re: Help o.o.. Things broke o.O!
Thanks!
Fixed
Fixed
- Sun May 03, 2015 7:12 am
- Forum: Modding help
- Topic: Help o.o.. Things broke o.O!
- Replies: 5
- Views: 1443
Re: Help o.o.. Things broke o.O!
The error is in the prototype definition shown in the message box. it misses a name or a type. Please post your date.lua file ;) The error seems to be in Test mode. function research(count, one, two, three, four, time) local ing = {} if one > 0 then ing[#ing + 1] = {"science-pack-1", one}...
- Sun May 03, 2015 3:00 am
- Forum: Modding help
- Topic: Help o.o.. Things broke o.O!
- Replies: 5
- Views: 1443
Help o.o.. Things broke o.O!
http://prntscr.com/70wcj7 Heres the file! data:extend({ { { type = "armor", name = "Evolution-armor", icon = "__base__/graphics/icons/basic-armor.png", flags = {"goes-to-main-inventory"}, resistances = { type = "physical", percent = 10 }, { type = &q...
- Sat May 02, 2015 6:58 pm
- Forum: Modding help
- Topic: Create fluid from entity?
- Replies: 2
- Views: 1086
Re: Create fluid from entity?
you need the fluidbox: https://forums.factorio.com/wiki/index.php?title=Lua/Entity#fluidbox The fluidbox array is avaiable for tanks, assembling machines, pipes and other liquid holding entities. ahh... i know what you mean... a recipe that produces fluid? No problem, the results property in the re...
- Sat May 02, 2015 2:37 pm
- Forum: Modding help
- Topic: Create fluid from entity?
- Replies: 2
- Views: 1086
Create fluid from entity?
Hi there, I've been attempting my first mod called Evolution. Its about turning biters to your control. But now i got to making the hives.. however How do i get a fluid from an entity? Basicly this is how i want it. Machine that can be put over fish to fish > fish gets via inserter into machine > fi...
- Fri May 01, 2015 3:27 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Friendly A.I ?
- Replies: 3
- Views: 3199
Re: [Idea] Friendly A.I ?
Solvados! Now on my way to making the Mod 
- Thu Apr 30, 2015 10:38 pm
- Forum: Not a bug
- Topic: Throughout Factorio versions. *ZIP Archives cause ERRORS!*
- Replies: 14
- Views: 6205
Re: Throughout Factorio versions.
I think that this one might be simply a problem with error reporting in most cases. There is only as much V-RAM on hand and Factorio likes to eat it up. Your environment might also affect this so it will not show up at every time potentially if you are close to full V-RAM with game loaded. I have n...
- Thu Apr 30, 2015 9:37 pm
- Forum: Mods
- Topic: [0.11.21] MoSurvival -Simulated Hunger
- Replies: 7
- Views: 15034
Re: [0.11.21] MoSurvival -Simulated Hunger
You know those little animals roving around the mainland? How about turning those into a foodsource aswell? Little animals? Are you talking about the biters? Because if so, that makes me laugh... I want an insane mod like that. Like, imagine a whole MoAliens mod... A MoMod focused around industrial...
- Thu Apr 30, 2015 5:49 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Friendly A.I ?
- Replies: 3
- Views: 3199
Re: [Idea] Friendly A.I ?
Hi, FYI, there is already a mod that allows you to spawn "friendly" biter/netst/worms. You can fint it here : https://forums.factorio.com/forum/viewtopic.php?f=14&t=8352&p=66197&hilit=pvp#p66197 It's pvp (thus multiplayer) oriented, but maybe can you see with Fish if you need ...
- Thu Apr 30, 2015 5:45 pm
- Forum: Not a bug
- Topic: Throughout Factorio versions. *ZIP Archives cause ERRORS!*
- Replies: 14
- Views: 6205
Throughout Factorio versions. *ZIP Archives cause ERRORS!*
Found the issue! <----------- With solution! After making my own mod. And loading everything up (In a folder) Everything works just fine! BUT NOW! I zipped it up into an archive dragged it into my game and BAM *Name*.png could not be found/loaded! Wait what? How.. it loaded up fine. Just one mod in ...
- Thu Apr 30, 2015 5:39 pm
- Forum: Mods
- Topic: [0.11.6] tno Modpack V2.8
- Replies: 126
- Views: 46922
Re: [0.11.6] tno Modpack V2.8
Last edited by tno1 on Wed Dec 17, 2014 11:28 pm, edited 20 times in total.mtnewton wrote:Just to let you know. Dropbox link seems to be broken.
I dont think the dev's comming back
- Thu Apr 30, 2015 12:34 am
- Forum: Ideas and Requests For Mods
- Topic: Factorio Stone Age
- Replies: 4
- Views: 4576
Re: Factorio Stone Age
Wouldn't neccesarily make it slower. Would make it more.... Interesting? Perhaps even a bit more challenging :) I like the idea. I am however working on a mod of my own. I would suggest you to make it on your own though! Anyone can learn Lua! just have a bit of sturdyness and dedication and you will...
- Wed Apr 29, 2015 11:43 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Friendly A.I ?
- Replies: 3
- Views: 3199
[Idea] Friendly A.I ?
Hi there, As I have build a couple of modpacks and have gone through a LOAD of mods. I seem to be missing a general one... Friendly... Biters? How about being able to experiment on them and make them friendly? However the nest that you keep needs to be fed! otherwise it will grow weak and will no lo...
- Wed Apr 29, 2015 10:04 pm
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 170055
Re: [MOD 0.11.20] Cursed Exp - v0.2.3
Latest compability patch with oxygen causes people to take damage if theres pollution around them. When they do not have oxygen mod installed. Please fix
!
- Wed Apr 29, 2015 5:25 pm
- Forum: Mods
- Topic: [MOD 1.1] Oxygen
- Replies: 88
- Views: 71465
Re: [0.11.X] Oxygen
Seems my modpack has a major issue. Once i threw oxygen mod out. It seems something still damages people from polution... Wut? xD
I pm'd you.
I pm'd you.
- Mon Apr 27, 2015 3:30 pm
- Forum: Resource Spawner Overhaul
- Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
- Replies: 191
- Views: 178727
Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
I was working on the mod a bit and I'm attaching new version here. I rebalanced it a bit esp for use with other mods - it's still very preliminary since it's quite hard to figure out how distribution works out. There should be more basic resources in starting area and early bases should not have he...
- Mon Apr 27, 2015 3:29 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 31972
Re: [MOD 0.11.x] Artillery Cannon
I did want it to have a min range, but everything I tried to make it happen failed. If anyone knows how to make it happen let me know so I can update it. For now just (try to) keep the creeps away from your base! :P Ill ask around a bit on the forum modding help :) You should also! We have a helpfu...
- Mon Apr 27, 2015 2:22 am
- Forum: Mods
- Topic: [MOD 0.13.x] Artillery Cannon - v1.2.0
- Replies: 47
- Views: 31972
Re: [MOD 0.11.x] Artillery Cannon
Yeh would like that aswellSuicidalKid wrote:Love it! Just wish it had a minimum range. Keeps blowing up all meh turrets lol.