Search found 289 matches

by ZombieMooose
Sat Mar 30, 2019 2:47 pm
Forum: Mods
Topic: [MOD 1.0+] Larger Lamps
Replies: 55
Views: 17370

Re: [MOD 0.17] Deadlock's Larger Lamp

Nighttime screenshot?
by ZombieMooose
Mon Mar 18, 2019 4:13 am
Forum: Mods
Topic: [0.17.x] [Z] Adventure
Replies: 79
Views: 28089

Re: [0.16.x] [Z] Adventure

0.17?
by ZombieMooose
Thu Mar 14, 2019 11:06 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315821

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...
by ZombieMooose
Mon Mar 11, 2019 11:08 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 186747

Re: [0.17.x] Bob's Mods: General Discussion

Love the new icons.
by ZombieMooose
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: 4303

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.
by ZombieMooose
Sat Mar 02, 2019 10:27 pm
Forum: Duplicates
Topic: [0.17.4] Mod screen display
Replies: 0
Views: 326

[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.
by ZombieMooose
Tue Feb 12, 2019 10:21 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 190457

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?
by ZombieMooose
Sun Feb 10, 2019 6:45 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315821

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...
by ZombieMooose
Sun Feb 10, 2019 8:24 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315821

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.
by ZombieMooose
Sun Feb 10, 2019 3:05 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315821

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.
by ZombieMooose
Sun Feb 10, 2019 1:53 am
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 190457

Re: pY Petroleum Handling

What's the difference between the pumpjack and derricks in this mod's context?
by ZombieMooose
Sun Feb 10, 2019 1:12 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315821

Re: [MOD 0.13.17+] Rampant - 0.16.36

I think he adds a corpse drop trigger. Kinda like Schaller Alien Loot.
by ZombieMooose
Sun Feb 10, 2019 12:12 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315821

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...
by ZombieMooose
Sat Feb 09, 2019 5:55 am
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 648
Views: 315821

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?
by ZombieMooose
Wed Jan 23, 2019 5:33 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 42250

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.
by ZombieMooose
Tue Jan 01, 2019 3:43 am
Forum: Mods
Topic: SJT Dirty Ores Remastered
Replies: 36
Views: 7019

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...
by ZombieMooose
Fri Dec 28, 2018 11:04 pm
Forum: News
Topic: Friday Facts #275 - 0.17 Science changes
Replies: 480
Views: 153485

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.
by ZombieMooose
Wed Dec 26, 2018 2:19 pm
Forum: Mods
Topic: SJT Dirty Ores Remastered
Replies: 36
Views: 7019

Re: SJT Dirty Ores Remastered

I think "trace" ores are infinite at the cost of requiring more resources to process.
by ZombieMooose
Wed Dec 26, 2018 8:50 am
Forum: Mods
Topic: SJT Dirty Ores Remastered
Replies: 36
Views: 7019

Re: SJT Dirty Ores Remastered

I'm actually wondering how that will work with RSO now, might mess it up.
by ZombieMooose
Wed Dec 26, 2018 8:12 am
Forum: Mods
Topic: SJT Dirty Ores Remastered
Replies: 36
Views: 7019

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.

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