Search found 75 matches

by Timeslice
Wed Sep 09, 2015 10:45 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

And that was supposed to say "I understand this wouldn't solve the issue". Hurray for proofreading...
Thanks for the info anyways :)
by Timeslice
Wed Sep 09, 2015 9:05 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

IF you modify mod by hand you need to use the reset commands. Migrations only fire once and are stored in the save so even mod removal/adding again might not fire them. Yeah, unfortunately config files are not seperate from mods like they are in minecraft (forge). If I have a zipped mod in the mods...
by Timeslice
Wed Sep 09, 2015 7:45 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

Line 29 of data-updates.lua has a pretty big typo in it... For some reason when I add NE to my pack when Science Tweaker is installed an additional two copper plates get added to the recipe for red science, even if I have the extra science cost config set to false. This leads me to believe that ther...
by Timeslice
Wed Sep 09, 2015 6:41 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

FYI, I started a new game without NE and still got bit worms spawning very early. Since they were bob's worms (poison) I'm going to blame the bobsenemies mod.

*edit* And when I took out the bob's enemies mod the biter bases got alot smaller as well... time to add NE back in :)
by Timeslice
Wed Sep 09, 2015 12:53 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 121374

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

I'm not sure if the dependancy can be fixed on your side, but can you get your ["lab"] recipe to load before Dytech Core so that the iron gears in your recipe get properly replaced with stone gears? Dytech locks iron gears behind Automation 1 research, which obviously isn't possible to do ...
by Timeslice
Sun Sep 06, 2015 6:50 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

They're spawning from a bunch of different bases, and it's called "Big Biter". I don't know if the Dyzilla guard has different names... Odd... What other mods are you all using? I'm not changing any of that. (As far as I'm aware of...) http://imgur.com/Cb6RaNh I have the dytech difficulty...
by Timeslice
Fri Sep 04, 2015 11:10 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

They're spawning from a bunch of different bases, and it's called "Big Biter". I don't know if the Dyzilla guard has different names...
by Timeslice
Fri Sep 04, 2015 3:43 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

Actually, did you change the thresholds? I started seeing medium biters at 20%, which was expected, but now I'm seeing big biters at just over 25%. (Using dytech and bob's)
by Timeslice
Fri Sep 04, 2015 3:20 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.2.0 - All things Alien!

4.2 Is working well so far, but I'm only at 25% evo.

Is there any chance you could add support to the collector for bob's corpses?
by Timeslice
Thu Sep 03, 2015 4:01 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 67028

Re: [0.12.3]Dark Matter Replicators

Degraine wrote:Since this is a fork, should it really be in the unofficial updates section?
Agreed, this really feels like its own mod now.
by Timeslice
Thu Sep 03, 2015 3:00 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.1.1 - All things Alien!

Nice :D

Then it's a little awkward that you haven't yet seen the creation you named, isn't it? :P
by Timeslice
Wed Sep 02, 2015 11:43 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.1.1 - All things Alien!

Another issue: if I have Bob's mods installed, but turn off NE small artifacts, the small->regular artifacts recipe is still 100:1. Could you change it so that it doesn't alter the recipe if they aren't enabled? I will implement this change in my next release. Thanks for pointing it out. Remember t...
by Timeslice
Wed Sep 02, 2015 2:25 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.1.1 - All things Alien!

Another issue: if I have Bob's mods installed, but turn off NE small artifacts, the small->regular artifacts recipe is still 100:1. Could you change it so that it doesn't alter the recipe if they aren't enabled?
by Timeslice
Tue Sep 01, 2015 10:28 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 849
Views: 379983

Re: [MOD 0.12.x] Natural Evolution v4.1.1 - All things Alien!

The config option for disabling the "new" buildings (when uncommented) still doesn't work. Do you plan on implementing that? I'm also seeing big worms (from bob's mods - fire, explosive, etc.) spawn very early in evolution, way before spitters or medium biters. Is this you, bob, or some cr...
by Timeslice
Tue Sep 01, 2015 1:09 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 340970

Re: [0.11.22/0.12.x][v0.12.3] Bob's Ore Mod.

As to the galena poll: The galena ore is a tricky business. First, galena should be lead and silver, not lead and nickel, but since silver is a higher tier ore it needed to be decoupled from lead... But since there are already too many types of ores on the ground I don't really like the idea of spli...

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