Search found 1449 matches

by TheSAguy
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:/...
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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 ...
by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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!
by TheSAguy
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...
by TheSAguy
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....
by TheSAguy
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...
by TheSAguy
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.
by TheSAguy
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.
by TheSAguy
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...
by TheSAguy
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...
by TheSAguy
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!

RubedoNoir wrote:Anyone else getting a 404 error from the mod portal on NE: Enemies?
Reposted
by TheSAguy
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.
by TheSAguy
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...

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