Search found 21 matches

by Captain Taz
Tue Jul 05, 2016 4:01 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 132413

Re: [MOD 0.12.26] KS Power

Is this mod compatible with the new versions of factorio still?
by Captain Taz
Fri May 20, 2016 11:36 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0

I tried adding this mod to a late game multiplayer game last and whilst it was good to have things much harder we did have issues around mobs just spawning on you which is a bit frustrating. At around 20-30 tiles from a hive you'd get a spawn of about 8 behemoth biters spawn on you which pretty muc...
by Captain Taz
Tue May 17, 2016 6:10 pm
Forum: Show your Creations
Topic: Let's see your messy builds
Replies: 15
Views: 33887

Re: Let's see your messy builds

I can get so sloppy sometimes.... this is but one example of how lazy I can get when I don't want to deal with moving everything around to make a buffer....
by Captain Taz
Tue May 17, 2016 3:32 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 288854

Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates

bobingabout wrote:
Which only really leaves the problem material being Sodium Hydroxide.
Figured I'd show you my.... slightly insane way to deal with that... xD
by Captain Taz
Tue May 17, 2016 2:55 pm
Forum: Off topic
Topic: Your Logistic Robots Are Broken! [Forum Game]
Replies: 344
Views: 114703

Re: Your Logistic Robots Are Broken! [Forum Game]

The construction bot is nowhere to be found, as a biter has eaten it.

I request 300 crude oil barrels.
by Captain Taz
Tue May 17, 2016 1:00 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

It turned out to be a bit more simple and slightly mysterious :D Try attached control.lua - I patched it up so it will fix some strange mishap that happened in your save on loading it. For some strange reason the next tick for check is very long time before current game tick. I have no idea how it ...
by Captain Taz
Tue May 17, 2016 11:49 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Didja figure it out yet? No worries if you didn't, I prolly seem impatient but really I'm just a bit jumpy xD If you haven't no worries, I can manage flying around picking shit up for now Can you please send me a save, where're it's broken? The last one I sent was the correct one, but here it is ag...
by Captain Taz
Tue May 17, 2016 3:29 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping.... If you could send me a save with your mods I could look. That' be very helpful. I've never had it h...
by Captain Taz
Tue May 17, 2016 2:01 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

You can try with attached control.lua and see if it changes anything. It's modified to make collectors check 6 times slower and pick up to 6 items per check. It's mainly performance optimization (I'm using them with doubled radius also). Nope, no change, the thing still won't work. Hate to be a nag...
by Captain Taz
Mon May 16, 2016 6:23 pm
Forum: Not a bug
Topic: [0.12.29]Tank can Shoot Itself
Replies: 2
Views: 1890

Re: [0.12.29]Tank can Shoot Itself

I'm kinda curious why this was labeled not a bug, seeing as real tanks (that I know of) can't turn their barrels inwards and fire away....
by Captain Taz
Mon May 16, 2016 3:41 pm
Forum: General discussion
Topic: What's your favorite play challenge?
Replies: 13
Views: 6347

What's your favorite play challenge?

Simple question really. What rules or limitations do you make on yourself in order to make things interesting? I've got about 250 hours under my belt and have only one rocket launch so far, but I've delved into bob's mods and natural evolution, as well as a lot of multiplayer that gets ended due to ...
by Captain Taz
Mon May 16, 2016 3:20 pm
Forum: Resolved Problems and Bugs
Topic: Inserter facing up/north slower than other directions
Replies: 38
Views: 39217

Re: Inserter facing up/north slower than other directions

Oh wow, I didn't even know this was a thing o_o My natural flow of resources is always south-to-north, as that's how linear i like my factories... It satisfies my OCD and I can find things easily... I always build my train stations with unloading on the north side... I also build my main busses nort...
by Captain Taz
Mon May 16, 2016 3:38 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping.... If you could send me a save with your mods I could look. That' be very helpful. I've never had it h...
by Captain Taz
Mon May 16, 2016 12:23 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping....
by Captain Taz
Sun May 15, 2016 7:43 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

orzelek wrote:Sorry that was the wrong command - it's this one:

Code: Select all

/c game.local_player.force.rechart()

Yep, that worked! Thanks a ton for all your help :)
by Captain Taz
Sun May 15, 2016 5:56 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

For the rails - there is a config option named NE.SafeRail in enemies mod - you need to set it to false. (Not sure whats the default value on it since I have it at false) After you change it rails won't appear back - you'll need to call rechart: /c game.local_player.surface.rechart() Artifact recip...
by Captain Taz
Sun May 15, 2016 12:59 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

For the rails - there is a config option named NE.SafeRail in enemies mod - you need to set it to false. (Not sure whats the default value on it since I have it at false) After you change it rails won't appear back - you'll need to call rechart: /c game.local_player.surface.rechart() Artifact recip...
by Captain Taz
Sun May 15, 2016 4:28 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429224

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Hiya, I'm really, REALLY, loving your mod, It's added a ton of difficulty, and I've been caught off-guard/instakilled by so many worms on accident my friends are thinking I'm doing it on purpose. However, I have two questions for you that I could use help with. First, How do I re-enable rails on the...
by Captain Taz
Wed May 11, 2016 3:57 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 288854

Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates

Is there a sort of wiki, or complete list of items and what they do somewhere for the modpack? For the most part I've figured a lot of early stuff out (up to green science level) but there's a ton of stuff that I have no clue their benefits or how things even work... I don't mind if it's not too de...
by Captain Taz
Wed May 11, 2016 3:27 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 288854

Re: [0.12.x][v0.12.11] Bob's Metals, Chemicals and Intermediates

Hey, I love your mods, with all the new ore ans such it's been a blast and has brought new life to my game, but all the chemicals and liquids are a bit too much for me... Is there a config option that ONLY adds the ores (and their recipes) and not all the pipe-based things? I've gotten to a point i...

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