Search found 1449 matches

by TheSAguy
Thu Aug 27, 2015 6:08 pm
Forum: Texture Packs
Topic: [DONE] Alien artifact collector
Replies: 5
Views: 16616

[DONE] Alien artifact collector

I'm looking for updated graphics for the "Dytech_Corpse_Collector" Mod. It currently only has the smart chest graphics. I'm going to use it in my Mod. I'm thinking something like an obelisk? http://i60.tinypic.com/2m4eom0.jpg The mod also has a 'overlay' graphic that will need to be update...
by TheSAguy
Thu Aug 27, 2015 2:26 am
Forum: Bob's mods
Topic: My personal experience with bobs mods.
Replies: 7
Views: 16212

Re: My personal experience with bobs mods.

I've been a long time player and supporter of DyTech, but I must say, you might have a convert! I'm really having a lot of fun with the current version! Thanks. I think I was manly drawn to DyTech, because of the added difficulty to the Aliens. I've always only added Bob's enemies to DyTech. Give yo...
by TheSAguy
Thu Aug 27, 2015 2:23 am
Forum: Bob's mods
Topic: Good Map Settings? Challenges?
Replies: 10
Views: 15108

Re: Good Map Settings? Challenges?

I'd recommend using RSO.. but that might be treated as advertisement ;) And I think that starting area in it has currently a bit to much potentially - you have all the needed stuff till modules I think. Most of more exotic resources are in small quantity so for mass production you'll need to search...
by TheSAguy
Wed Aug 26, 2015 5:00 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 380167

Re: [MOD 0.12.x] Natural Evolution v4.0.4 - All things Alien!

Version 4.04 up.
Updated Graphics thanks to YuokiTani!!

New art for the Hatchery and Alien Control Station.
Pollution Evolution Factor Quadrupled, from 0.000015 to 0.00006
by TheSAguy
Wed Aug 26, 2015 4:55 am
Forum: Texture Packs
Topic: [DONE] Alien Control Station / Mind Control
Replies: 4
Views: 13835

Re: [Request] Alien Control Station / Mind Control

Thanks YuokiTani,
This looks great, will update my graphic right now!
by TheSAguy
Sun Aug 23, 2015 2:20 pm
Forum: Texture Packs
Topic: [DONE] Alien Control Station / Mind Control
Replies: 4
Views: 13835

Re: [Request] Alien Control Station / Mind Control

I like this!
It's human placed, to control aliens in it's coverage area.
by TheSAguy
Sun Aug 23, 2015 4:33 am
Forum: Not a bug
Topic: [0.12.4] Game Freeze / Crash - Finitewater_1.0.0
Replies: 5
Views: 8267

Re: [0.12.4] Game Freeze / Crash - Finitewater_1.0.0

EditorRUS wrote:
28.215 Info LocaleProvider.cpp:127: Using locale files from the pre 0.11.0
Have you updated your mods to 12.x version?
That's weird...
All my mods are updated.
by TheSAguy
Sat Aug 22, 2015 10:04 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 159232

Re: [0.12.x] RSO Discussion thread

Orzelek, how does water in the game work. Is it a layer?
I was wondering, if with the Finite Water Mod, once could empty lakes and find resource fields?

I don't think it's possible, but was wondering...
by TheSAguy
Sat Aug 22, 2015 10:02 pm
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 52233

Re: [0.12.x] Finite Water

FYI, I have noticed this mod tends to cause unpredictable and non-reproducible freezes (In the console it reports that a linked-list has been corrupted in the game engine). This is not a normal factorio crash where you get logs, it is a very terse error message, and the game stays up, but no longer...
by TheSAguy
Sat Aug 22, 2015 9:33 pm
Forum: Texture Packs
Topic: [DONE] Alien Control Station / Mind Control
Replies: 4
Views: 13835

[DONE] Alien Control Station / Mind Control

I'm looking for art for my Alien Control Station.

I'm thinking a combination of the radar station and beacon, with the Spawner skin should work.

Image

&

Image

with this paint job:

Image

Thanks.
by TheSAguy
Sat Aug 22, 2015 9:25 pm
Forum: Texture Packs
Topic: [DONE] Alien Hatchery
Replies: 4
Views: 14037

Re: [Request] Alien Hatchery

Thank you, thank you, thank you!!
Looks great!
by TheSAguy
Sat Aug 22, 2015 6:15 pm
Forum: Not a bug
Topic: [0.12.4] Game Freeze / Crash - Finitewater_1.0.0
Replies: 5
Views: 8267

[0.12.4] Game Freeze / Crash - Finitewater_1.0.0

I'm getting a game freeze / crash using this MOD.
I think it happens when you empty a lake, while placing a pipe section.

Great Mod, so please fix the issue :)
Log's attached if that helps.

Thanks.
by TheSAguy
Sat Aug 22, 2015 12:11 am
Forum: Modding help
Topic: Auto Corpse Pick-up
Replies: 1
Views: 2778

Auto Corpse Pick-up

Where can I find the code that Auto-pick's up the corpses? I first thought it was part of a MOD, but I believe it's actually in the base game. I'd like to create s building or maybe a blue-print that will pick-up corpses and other loot drops, like the small artifacts added by some mods. (The blue pr...
by TheSAguy
Fri Aug 21, 2015 10:32 pm
Forum: Modding help
Topic: Technology Prerequisites
Replies: 3
Views: 2991

Re: Technology Prerequisites

Hmmm, anyway you guy's could share some code examples showing this?

Thanks for the feedback!
by TheSAguy
Fri Aug 21, 2015 8:56 pm
Forum: Modding help
Topic: Destroy Building on Pick-up/Mine
Replies: 4
Views: 3684

Re: Destroy Building on Pick-up/Mine

If you don't want the entity to be minable just exclude the minable property from the prototype. If you want it to mine into multiple items define results instead of result. Thanks Rseding91, I did not know that. My solution was to create an expensive intermediary item and have that the result. So ...
by TheSAguy
Fri Aug 21, 2015 2:10 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 380167

Re: [MOD 0.12.x] Natural Evolution v4.0.0 - All things Alien!

DreamSmith wrote:Had to unzip to use 4.0.0 the zip gave an error.
Thanks DreamSmith, this has been fixed.
by TheSAguy
Fri Aug 21, 2015 4:46 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 380167

Re: [MOD 0.12.x] Natural Evolution v4.0.0 - All things Alien!

Version 4 has been released! Just in time for the weekend ;) Major update. I've assimilated darkshadow1809 , Evolution Mod. I've changed the way it works. There is not a new resource you have to mine, but rather you just use Alien Artifacts. Hence, I've also added Small Artifact drops, lie you get i...
by TheSAguy
Fri Aug 21, 2015 4:20 am
Forum: Modding help
Topic: Custom Spawner Question
Replies: 2
Views: 2544

Re: Custom Spawner Question

That did it!
Thanks.
by TheSAguy
Thu Aug 20, 2015 9:12 pm
Forum: Modding help
Topic: Custom Spawner Question
Replies: 2
Views: 2544

Custom Spawner Question

I created a custom Spawner, but I don't want the AI to place them when generating the world. Is there a way to do that? I though by removing the Flag "placeable-enemy" it would solve that, but it did not. { type = "unit-spawner", name = "Natural_Evolution_Spitter-Spawner&quo...
by TheSAguy
Wed Aug 19, 2015 3:29 am
Forum: Modding help
Topic: Technology Prerequisites
Replies: 3
Views: 2991

Technology Prerequisites

Is it possible to have a Technology Prerequisites be something besides another tech?

Like a prerequisites Evolution Factor or prerequisites must first kill x aliens or spawners?

Same for entities?
Thanks.

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