Search found 1449 matches

by TheSAguy
Wed Sep 09, 2015 4:46 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 370936

Re: [0.11.22/0.12.x][v0.12.4] Bob's Ore Mod.

Thanks for the update,
* All ores are now generated by functions from a table.
I was wondering how your table generation would interact with RSO?
Will RSO override what you've done or do they work together?

Thanks.
by TheSAguy
Wed Sep 09, 2015 3:34 am
Forum: Modding help
Topic: Add Item to Inventory
Replies: 4
Views: 4564

Add Item to Inventory

I'd like to add an item to the players inventory, once he researches a specific technology. So, this should only happen once, upon researching the technology. I'm assuming this would be done in the control.lua Something like: if game.players.force.technologies["Tech_Name"].researched then ...
by TheSAguy
Tue Sep 08, 2015 4:41 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 286947

Re: [0.11.22/0.12.x][v0.12.4] Bob's Metals, Chemicals and Intermediates

First time playing Bob's, so I have a few basic questions...

How do I create Sulfur Dioxide??
I assume there is no way to create stone, like in Dytech? (Cleaning Water)


Thanks.
by TheSAguy
Sat Sep 05, 2015 12:06 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 286947

Re: [0.11.22/0.12.x][v0.12.4] Bob's Metals, Chemicals and Intermediates

This has probably been discussed, but did not see it glancing through the thread. Because Robotic need Advanced Electronics 2, it means I can't get my bot network up until I have science 3. I'm pretty sure in vanilla you can get it up with just science 2. All other bot tech only needs science 2, exc...
by TheSAguy
Fri Sep 04, 2015 1:33 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426235

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

Timeslice wrote: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...)
by TheSAguy
Fri Sep 04, 2015 4:39 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426235

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? Does Bob's have corpses... must be because you're playing with DyTech and Bob. I'll add support in next update. Actually, did you change the thresholds? I started seein...
by TheSAguy
Thu Sep 03, 2015 10:48 pm
Forum: Modding help
Topic: Migrations question
Replies: 2
Views: 2726

Re: Migrations question

There are two kinds of migrations, JSON and LUA. The JSON migration allows you to change one type of entity to another. The LUA option gives you full scripting flexibility. I have only done a bit of migration, so I'm just guessing here, but you might be able to use the LUA migration to find all of ...
by TheSAguy
Thu Sep 03, 2015 4:03 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426235

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

Version Natural Evolution 4.2 is out! Gave some attention to biters. They now have some resistances. Nice end game option. Once you build the Rocket Silo things get tough. - needs some testing please. I changed the Artifact collectors to Passive Logistic Storage chests. So you can use bots to collec...
by TheSAguy
Wed Sep 02, 2015 4:48 pm
Forum: Modding help
Topic: Migrations question
Replies: 2
Views: 2726

Migrations question

In my current game and Mod, I want to change an entity from type = "container" to type = "logistic-container" But this is causing the game to crash on load. The entities are already built in the save, the crash does not happen if they have not yet been built. Is there a way for m...
by TheSAguy
Wed Sep 02, 2015 4:44 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426235

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

I also had something weird occur when using dytech with dyzilla enabled. At about 7% evolution "The dyzilla spawner has been located!" event occured, and over the next 5-10 minutes my evolution level went from 7% to 21%, which is just insane. I reloaded the save to before the spawner was ...
by TheSAguy
Wed Sep 02, 2015 4:00 am
Forum: Modding help
Topic: Alien Attractor
Replies: 5
Views: 3023

Re: Alien Attractor

Thanks, I'll check it out.
by TheSAguy
Wed Sep 02, 2015 3:06 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426235

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? Not sure, It's going to be hard at this stage. The mod got a little complicated and disabling just those buildings might be asking a lot at the moment.. Just use se...
by TheSAguy
Tue Sep 01, 2015 8:42 pm
Forum: Texture Packs
Topic: [DONE] Alien artifact collector
Replies: 5
Views: 16982

Re: [Request] Alien artifact collector

Once Again, Thanks YuokiTani!!
by TheSAguy
Tue Sep 01, 2015 4:38 am
Forum: Modding help
Topic: Alien Attractor
Replies: 5
Views: 3023

Alien Attractor

Is it possible to attract biters to a point?

Build something that will attract all biters in a radius to that point?

Or on a certain event have biters attack.

Thanks.
by TheSAguy
Mon Aug 31, 2015 7:40 pm
Forum: Texture Packs
Topic: [DONE] Alien artifact collector
Replies: 5
Views: 16982

Re: [Request] Alien artifact collector

following the obelisk-suggestion first icon, second - i would use, third alternative std look http://johnsmith.ktec.de/factorio/mods/support/andere/obelisk-icon.png http://johnsmith.ktec.de/factorio/mods/support/andere/obelisk-a.png http://johnsmith.ktec.de/factorio/mods/support/andere/obelisk-b.pn...
by TheSAguy
Sun Aug 30, 2015 1:24 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426235

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

I have a question about the endgame of the mod. I'm looking for something that alters endgame biter behavior so they actually feel like they're a persistent threat. Currently, my experience with vanilla biters is that they are mildly obnoxious in that they can destroy distant outposts, but it doesn...
by TheSAguy
Sat Aug 29, 2015 2:49 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181054

Re: [0.12.x] RSO Discussion thread

What's the difference between:

/c remote.call("RSO", "regenerate", true)
&
/c remote.call("RSO", "regenerate")

Thanks.
by TheSAguy
Fri Aug 28, 2015 8:27 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 426235

Re: [MOD 0.12.x] Natural Evolution v4.1.0 - All things Alien!

Version 4.1.0 is posted.

The Terraforming station was OP... I'm playing in a Bob's Mod game and after building 4 of those, my evolution went from 20% to 14%.
So made some adjustments!

Added Speedy Brain's Corps Collector mod, with my tweaks.

Updated biter/spitter recipes.

Feedback please!
by TheSAguy
Fri Aug 28, 2015 4:28 am
Forum: Modding help
Topic: Fuel / Energy Question
Replies: 1
Views: 2010

Fuel / Energy Question

I was wondering if it would be possible to burn or use Alien Artifacts or Small Alien Artifacts as a fuel source in one of my buildings. I don't think it's possible, but thought I'd ask. I think you currently only have two sources of energy, Electricity or something with a burn/fuel value, like wood...
by TheSAguy
Thu Aug 27, 2015 6:30 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 181054

Re: [0.12.x] RSO Discussion thread

Taken from the Bob's Mod discussion on best setup You don't need to edit absolute enemy chance now - it's enough to set enemy bases frequency to higher value in map gen settings. If you want more enemies also size for enemy bases works to make those larger. Hmm, look at these results. I'm still thin...

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