Search found 1449 matches
- 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...
- 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...
- 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...
- 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
Updated Graphics thanks to YuokiTani!!
New art for the Hatchery and Alien Control Station.
Pollution Evolution Factor Quadrupled, from 0.000015 to 0.00006
- 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!
This looks great, will update my graphic right now!
- 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.
It's human placed, to control aliens in it's coverage area.
- 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
That's weird...EditorRUS wrote:Have you updated your mods to 12.x version?28.215 Info LocaleProvider.cpp:127: Using locale files from the pre 0.11.0
All my mods are updated.
- 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...
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...
- 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...
- 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.

&

with this paint job:

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

&

with this paint job:

Thanks.
- 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!
Looks great!
- 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.
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.
- 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...
- 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!
Thanks for the feedback!
- 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 ...
- 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!
Thanks DreamSmith, this has been fixed.DreamSmith wrote:Had to unzip to use 4.0.0 the zip gave an error.
- 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...
- 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.
Thanks.
- 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...
- 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.
Like a prerequisites Evolution Factor or prerequisites must first kill x aliens or spawners?
Same for entities?
Thanks.