Search found 1449 matches
- Wed Aug 19, 2015 3:22 am
- Forum: Modding help
- Topic: Custom Building
- Replies: 1
- Views: 1581
Custom Building
I'm trying to create a custom building that will only use a predetermined set of recipes. What I'm trying to make is an Alien Hatchery that can craft Aliens. Input will be something like Alien Atrifacts and somethign else, and the output should be one of the Alien recipies available. So how do I ass...
- Tue Aug 18, 2015 7:27 pm
- Forum: Modding help
- Topic: Destroy Building on Pick-up/Mine
- Replies: 4
- Views: 3684
Destroy Building on Pick-up/Mine
I have a building in my mod, that I feel is very OP. I was thinking that I could make it that, once placed, it could not be moved. If you did move it, it would be destroyed. I was able to do this by changing the "minable" line minable = {hardness = 0.2, mining_time = 0.5, result = "Al...
- Fri Aug 14, 2015 8:23 pm
- Forum: Texture Packs
- Topic: [DONE] Alien Hatchery
- Replies: 4
- Views: 14037
Re: [Request] Alien Hatchery
YuokiTani, this is looking great!! I actually like the industrial look, since it's a human made object, trying to emulate the natural spawner. The only thing I could mention would be that the hatching alien look a little more like the game's biters, but besides that it looks perfect! I'm tied down w...
- Wed Aug 12, 2015 4:13 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 52233
Re: [0.12.x] Finite Water
Now all we need is a weather mod to add rain that refills the lakes. It looks like it has a maximum range it will draw from, similar to how Red Power's drain + pump worked in Minecraft (which is probably the only sane way to do it, really). Have you thought about an option for sufficiently large bo...
- Wed Aug 12, 2015 4:05 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.12.x] Natural Evolution v3.1.0 - All things Alien!
For you information: https://forums.factorio.com/forum/viewtopic.php?f=30&t=14761 A game bug was exposed by this mod, fixed for next release. Thanks for letting me know billw. Love it when I can break the game!! I actually just noticed it myself, but had no time to investigate. Only happens at ...
- Sun Aug 09, 2015 5:38 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.12.x] Natural Evolution v3.1.0 - All things Alien!
Hey, I am curious. With Natural Evolution, do biters/spitters build big groups and automatically attack even with no pollution on them? If I am polluting not at all, they still go and attack in big waves? That's what it seems like when I read the long description. I've been playing with it forever,...
- Sun Aug 09, 2015 4:26 pm
- Forum: Mods
- Topic: [0.11.22+] Natural Evolution v3.0.1 - All things Alien! (OLD)
- Replies: 16
- Views: 31504
Re: [0.11.22+] Natural Evolution v3.0.1 - All things Alien!
You should be safe to remove.
- Sun Aug 09, 2015 2:47 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.12.x] Natural Evolution v3.1.0 - All things Alien!
Version 3.1.0 is up. With the update to Factorio 0.12.3 the Alien Control Station now seems stable. So as of Version 3.1.0 it's back in. I've done about 40 min testing and it all seems stable. I'm leaving the previous version up, just in case anyone has problems that I've not found. Let me know if i...
- Thu Aug 06, 2015 2:36 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.12.x] Natural Evolution v3.0.13 - All things Alien!
So this mod adds better spawning mechanism to RSO mod too? Am i understanding this right? Does it override RSO enemies too? No. It manages the expansion after the initial game spawning. (Or RSO's if you're using that) It might be something I look at later, but I feel that you have a lot of control ...
- Thu Aug 06, 2015 4:39 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.12.x] Natural Evolution v3.0.13 - All things Alien!
Updated to Version 3.0.13. Small update. I doubled the power usage of the Terraforming Station. Was a little OP. Now you will create more pollution to power it, unless you use clean power like solar. I've also done a little more tinkering with the Alien attack waves - "Swarm" P.S. Once Fac...
- Wed Aug 05, 2015 3:37 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [posila] Crash (TargetDeserialiser::getTarget)
- Replies: 4
- Views: 2669
Re: [0.12.2] [posila] Crash (TargetDeserialiser::getTarget)
Thanks Posila!
Appreciate you guys being on top of these bug and getting fixes out so fast!
Appreciate you guys being on top of these bug and getting fixes out so fast!
- Tue Aug 04, 2015 5:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [posila] Crash (TargetDeserialiser::getTarget)
- Replies: 4
- Views: 2669
Re: [0.12.2] [posila] Crash (TargetDeserialiser::getTarget)
The crash seems different, since the "Force" error only append to me when I tried to load a game, but it might happen when it was trying to remove a force from a unit and hence the crash. I'm not sure if it is or not, so I created both posts. It does seem to be similar to an error I got in...
- Tue Aug 04, 2015 5:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [posila] Deserialisation Error
- Replies: 2
- Views: 835
Re: [0.12.2] [posila] Deserialisation Error
Thanks Posila!!
Yep, no need to create a patch. This is not a released mod.
(But will be after 12.3
)
Thanks again!
Yep, no need to create a patch. This is not a released mod.
(But will be after 12.3
Thanks again!
- Sun Aug 02, 2015 8:28 pm
- Forum: Texture Packs
- Topic: [DONE] Alien Hatchery
- Replies: 4
- Views: 14037
[DONE] Alien Hatchery
Hi, I'm looking for an Alien Hatchery. It's going to be for a man crafted Alien Spawner, for my Natural Evolution Mod. One will load it with alien artifacts and it will craft alien or 'Hatch' them. Possibly have a boiling water input. I think that I'd like to have one fluid input and be a combinatio...
- Sat Aug 01, 2015 2:54 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [posila] Crash (TargetDeserialiser::getTarget)
- Replies: 4
- Views: 2669
[0.12.2] [posila] Crash (TargetDeserialiser::getTarget)
I'm getting the below crash: http://i60.tinypic.com/29az9jd.png Got it during the game and when I was trying to load the latest save. Only playing with a few MODS. I was trying to convert Alien Control Station Mod from 11.22 to V12 and think that that might have caused the problem. I've posted the S...
- Sat Aug 01, 2015 2:37 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.2] [posila] Deserialisation Error
- Replies: 2
- Views: 835
[0.12.2] [posila] Deserialisation Error
I got a “Deserialisation” error. http://i59.tinypic.com/35kqzx4.png I was using the following MODS: DyTech, Bob’s Enemies, Natural Evolution and Alien Control Station. The game was running fine, but when I tried to load, I got the error and could not load that save anymore. I was doing some testing ...
- Thu Jul 30, 2015 5:11 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.12.x] Natural Evolution v3.0.12 - All things Alien!
I found this mod to be both difficult and easy. It's difficult at first till you get terraforming stations. You need to basically race to get some adv circuits or things might get.. harsh. After you get the stations - build 2 (or better 4) and you are set. Add energy efficient base to that and you ...
- Wed Jul 29, 2015 10:24 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.12.x] Natural Evolution v3.0.12 - All things Alien!
I've added a small update that should affect how the enemies "Swarm" when attacking you.
The radius of how far away enemies come to join an attack slowly increases as the evolution factor goes up.
The radius of how far away enemies come to join an attack slowly increases as the evolution factor goes up.
- Mon Jul 27, 2015 9:19 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.12.x] Natural Evolution v3.0.11 - All things Alien!
(cut) Bug Fix. Fixed a bug with the Terraforming Station. If removed or destroyed it did not get deducted from your total stations. Will it somehow count how many you have now actually or it's permanently broken in the save? It will know how many you have, but if any were removed/destroyed, the cou...
- Mon Jul 27, 2015 6:20 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.12.x] Natural Evolution v3.0.11 - All things Alien!
Updated to V 3.0.11. If you're using DyTech War, my Mod will mostly default to the difficulty settings used there for both the Spawner Nests and Evolution Factors. (Time, Pollution and killing nests) If you're not using DyTech War, below are the Evolution settings now: -- TIME: Only 75% of vanilla. ...