Search found 289 matches
- Sat Mar 30, 2019 2:47 pm
- Forum: Mods
- Topic: [MOD 1.0+] Larger Lamps
- Replies: 55
- Views: 19493
Re: [MOD 0.17] Deadlock's Larger Lamp
Nighttime screenshot?
- Mon Mar 18, 2019 4:13 am
- Forum: Mods
- Topic: [0.17.x] [Z] Adventure
- Replies: 79
- Views: 31591
- Thu Mar 14, 2019 11:06 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 354026
Re: [MOD 0.13.17+] Rampant - 0.17.7
error with rampant installed in Factorio ver 0.17.12 There's another one with specifically Natural Evolution installed. Failed to load mods: Error while loading entity prototype "Natural_Evolution_Biter-Spawner" (unit-spawner): Key "pollution_absorption_absolute" not found in pr...
- Mon Mar 11, 2019 11:08 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 208844
Re: [0.17.x] Bob's Mods: General Discussion
Love the new icons.
- Sat Mar 02, 2019 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Mod Management Improvement: Sorting mods / sort mods by activation/enabled, downloaded/last updated-time
- Replies: 22
- Views: 5241
Mod screen search.
I would like to be able to sort my installed mods by recently downloaded, whether it's activated or not, and a search feature if possible. Thank you.
- Sat Mar 02, 2019 10:27 pm
- Forum: Duplicates
- Topic: [0.17.4] Mod screen display
- Replies: 0
- Views: 396
[0.17.4] Mod screen display
When selecting mods the sort features are hidden to the right because a mod's name is extra long. It helps to increase the UI Scale to 100% but I still cannot sort by release time without first searching for a mod with a short name, then clicking that and going back to all the mods.
- Tue Feb 12, 2019 10:21 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 214027
Re: pY Petroleum Handling
How will the drill heads work? Will they be like a fuel, or will it be a set recipe and you get a certain amount of oil per cycle but use up a drill head in the process?
- Sun Feb 10, 2019 6:45 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 354026
Re: [MOD 0.13.17+] Rampant - 0.16.36
I don't really like the idea of aliens dropping ore. I much prefer processing corpses for bones and meat and stuff. Just a personal preference. Do you have any idea about the ratios you would want to see? for corpse to meat, bone, and blood? Are you looking for the corpse components to be able to b...
- Sun Feb 10, 2019 8:24 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 354026
Re: [MOD 0.13.17+] Rampant - 0.16.36
I don't really like the idea of aliens dropping ore. I much prefer processing corpses for bones and meat and stuff.
Just a personal preference.
Just a personal preference.
- Sun Feb 10, 2019 3:05 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 354026
Re: [MOD 0.13.17+] Rampant - 0.16.36
Dunno if there's a way to integrate a percentage chance. Like only 1% of corpses are usable for anything.
- Sun Feb 10, 2019 1:53 am
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 214027
Re: pY Petroleum Handling
What's the difference between the pumpjack and derricks in this mod's context?
- Sun Feb 10, 2019 1:12 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 354026
Re: [MOD 0.13.17+] Rampant - 0.16.36
I think he adds a corpse drop trigger. Kinda like Schaller Alien Loot.
- Sun Feb 10, 2019 12:12 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 354026
Re: [MOD 0.13.17+] Rampant - 0.16.36
I guess what I would like, though beyond the scope of this mod would be a realistic way to harvest and research bitters. Studying their anatomy to make weaponry to better combat them or create pheromones to control them. Something like Necromant but more integrated with Rampant. Beyond that though w...
- Sat Feb 09, 2019 5:55 am
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 354026
Re: [MOD 0.13.17+] Rampant - 0.16.36
I have a speculative question. I know there will be a lot of work necessary when 0.17 comes out, but what features so you anticipate you'll be able to add or change with its release?
- Wed Jan 23, 2019 5:33 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 46314
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
On the mod portal if you click the download tab in the mod it should show dependencies. Unless I'm misunderstanding the question.
- Tue Jan 01, 2019 3:43 am
- Forum: Mods
- Topic: SJT Dirty Ores Remastered
- Replies: 36
- Views: 8007
Re: SJT Dirty Ores Remastered
Getting an error on loading with Food Industry. Failed to load mods: Error while loading recipe prototype "chemical-plant" (recipe): Difficulty normal: Item ingredient can't have count of 0. Modifications: Base mod > Food Industry > SJT Dirty Ores Remastered I guess I would also like to fo...
- Fri Dec 28, 2018 11:04 pm
- Forum: News
- Topic: Friday Facts #275 - 0.17 Science changes
- Replies: 480
- Views: 172794
Re: Friday Facts #275 - 0.17 Science changes
Looking at the screenshot can we have a way of turning off health displays of enemies? I'd love a clean screenshot ability.
Everything sounds great.
Everything sounds great.
- Wed Dec 26, 2018 2:19 pm
- Forum: Mods
- Topic: SJT Dirty Ores Remastered
- Replies: 36
- Views: 8007
Re: SJT Dirty Ores Remastered
I think "trace" ores are infinite at the cost of requiring more resources to process.
- Wed Dec 26, 2018 8:50 am
- Forum: Mods
- Topic: SJT Dirty Ores Remastered
- Replies: 36
- Views: 8007
Re: SJT Dirty Ores Remastered
I'm actually wondering how that will work with RSO now, might mess it up.
- Wed Dec 26, 2018 8:12 am
- Forum: Mods
- Topic: SJT Dirty Ores Remastered
- Replies: 36
- Views: 8007
Re: SJT Dirty Ores Remastered
Well I'd like to formally ask for a setting where trace and dirty ores are the norm and standard ores are rare. If at all possible.