Search found 1449 matches
- Tue Dec 11, 2018 4:58 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 280018
Re: MOD [ 0.16.x] Bio-Industries 2.6.6
Hello! First of all, thank you for fun mod! I've found a bug. Your mod makes game hang if you place prototype artillery, turn on the map, turn on turret coverage and zoom in pretty closely. Game just hang and don't respond anymore so you need to terminate and restart it. Here is proof-save: https:/...
- Mon Dec 10, 2018 8:40 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 280018
Re: MOD [ 0.16.x] Bio-Industries 2.6.6
I just built the prototype artillery. It says that the shooting speed is 30/s. I highly doubt this is correct and I think I have read somewhere saying it should be less than a second. Also, the prototype artillery recipe says the range is 90 while the ammo says 85. The ammo also says the speed is i...
- Tue Oct 16, 2018 5:21 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I had the same problem, a lot of lag, fps went down to 29, I removed natural evolution enemies, fps returned to 60 Well, the mod does add a lot more enemies. Try using "Thumpers" From NE Buildings, to call them to you, this should prevent them from forming huge groups that just sit there.
- Thu Aug 30, 2018 5:40 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 280018
Re: MOD [ 0.16.x] Bio-Industries 2.6.1
I'd like to know if anyone has some recipe ideas if playing with Bobs and/or Angels. Especially for Wood pulp (or Ash/Charcoal), Crushed Stone and then any of the stuff Bob/Angels adds. Thanks. hi TheSAguy, ive been playing a lot of AngelBobYuoki, (angel mods + bobs + yuoki as base mods, including ...
- Sat Aug 18, 2018 3:37 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 280018
Re: MOD [ 0.16.x] Bio-Industries 2.6.6
Hi TheSAguy Can u add some compatibilty for py mods and for py hitech mod? I mean fertilizer - there's original recipe for py fertilizer which can 10 items of fertilizer - can u replace ur version of fertilizer to py version when pyht is detected? And about balance can u reduce count of fetilizer g...
- Tue Aug 07, 2018 3:51 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Ok, here you go. Game.zip mod-settings.zip random_things_1.0.0.zip Note, there may be a crash with Nauvis Day, if it does crash, open its zip file and add a nil check where error is (data-updates.lua line 115). if obj.emissions_per_tick then obj.emissions_per_tick = obj.emissions_per_tick*pollution...
- Mon Aug 06, 2018 4:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Hi, I really like this mod and the challenge it provides. But I think compared to the other enemy types in the mod, which are mostly challenging but fun and fair, the unit-launcher spitters in particular are overpowered: Creating a potentially unlimited number of new enemies is already a really pow...
- Sun Aug 05, 2018 1:55 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
I've also been noticing in my latest game that there doesn't seem to be much, if any expansion going on. I'm playing with NE, Rampant, Bob's Enemies and RSO, among a bunch of other non-related mods. never any new spawners. For what it's worth, I'm also playing with NE, Rampant, Bob's Enemies (+ Mor...
- Sun Aug 05, 2018 12:41 am
- Forum: Modding help
- Topic: [Done] Help with table select
- Replies: 5
- Views: 1081
Re: [Done] Help with table select
Got it working.
Thanks guys!
Thanks guys!
- Sat Aug 04, 2018 10:41 pm
- Forum: Modding help
- Topic: [Done] Help with table select
- Replies: 5
- Views: 1081
Re: Help with table select
Okay, I updated the code, added the missing "()": subEnemyNameTable["ne_green_splash_2"] = {} subEnemyNameTable["ne_green_splash_2"][0] = get_unit_to_spawn().."1" subEnemyNameTable["ne_green_splash_2"][1] = get_unit_to_spawn().."2" subEnemy...
- Sat Aug 04, 2018 10:25 pm
- Forum: Modding help
- Topic: [Done] Help with table select
- Replies: 5
- Views: 1081
[Done] Help with table select
Hi, I'm trying to select a unit to be spawned by my unit launcher, based on a weight. The unit can have a different name, depending on the evolution factor. (1 through 6 in the code below) My code below is erroring, cause I'm trying to concatenate a "global" with a number, https://i.imgur....
- Sat Aug 04, 2018 1:22 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Hi, I really like this mod and the challenge it provides. But I think compared to the other enemy types in the mod, which are mostly challenging but fun and fair, the unit-launcher spitters in particular are overpowered: Creating a potentially unlimited number of new enemies is already a really pow...
- Fri Aug 03, 2018 1:27 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
LOL,
I'd like to get a save and your mod settings file.
I'd like to get a save and your mod settings file.
- Wed Aug 01, 2018 5:22 pm
- Forum: Modding help
- Topic: [Done] Productivity Module / Intermediate Product
- Replies: 5
- Views: 1166
Re: [Done] Productivity Module / Intermediate Product
Got it,
Thanks.
Thanks.
- Wed Aug 01, 2018 5:21 pm
- Forum: Not a bug
- Topic: [16.51] Productivity Module, Pollution dependency
- Replies: 3
- Views: 952
Re: [16.51] Productivity Module, Pollution dependency
Got it, thought it might be something like that.
- Wed Aug 01, 2018 3:54 pm
- Forum: Modding help
- Topic: [Done] Productivity Module / Intermediate Product
- Replies: 5
- Views: 1166
Re: [Done] Productivity Module / Intermediate Product
For some reason, you need to include "Pollution" module support for the Productivity module to be inserted. Added pollution below to make it work: module_specification = { module_slots = 3 }, allowed_effects = {"consumption", "speed", "productivity", "pol...
- Wed Aug 01, 2018 3:34 pm
- Forum: Not a bug
- Topic: [16.51] Productivity Module, Pollution dependency
- Replies: 3
- Views: 952
[16.51] Productivity Module, Pollution dependency
I'm not sure if this is a bug or game requirement I missed. But it seems like an entity can't use a Productivity Module without also being able to use Pollution Module. I wanted to give my entity the ability to use a productivity module, and left out the Pollution part and it could not accept a prod...
- Wed Aug 01, 2018 1:40 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
RepostedRubedoNoir wrote:Anyone else getting a 404 error from the mod portal on NE: Enemies?
- Tue Jul 31, 2018 5:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.16.51] Unit not dying when decrementing health to zero
- Replies: 7
- Views: 3859
Re: [0.16.51] Unit not dying when decrementing health to zero
Great!
This now allows for a strong early unit, that if you can't kill, you just have to run away, it will eventually die
Thanks.
This now allows for a strong early unit, that if you can't kill, you just have to run away, it will eventually die
Thanks.
- Tue Jul 31, 2018 5:56 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 849
- Views: 380167
Re: [MOD 0.16.x] Natural Evolution - All things Alien!
Hello! Can you PLEASE add some damage to green spitters projectile (that one creating more biters)? When they get stuck on a tree, they start to shoot at it to destroy it, but projectile itself does no damage, and spawned biters don't attack it either. This creates a situation where spitter just si...