Search found 7 matches

by Koncookie
Sun May 17, 2015 11:03 am
Forum: Mods
Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
Replies: 90
Views: 72118

Re: [0.11.22] Evolution | Alien Manipulation

For the researches I would suggest to change the cost to less items per cycle but more cycles. For example the "Hive-Mind-V2" research needs 90 items (30-30-15-15) with a total of 100 cycles. Therefore my labs often don't run because the inserters aren't fast enough to prodvide this amount...
by Koncookie
Sun May 17, 2015 10:33 am
Forum: Mods
Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
Replies: 90
Views: 72118

Re: [0.11.22] Evolution | Alien Manipulation

I think that by calling entity regeneration on ore you should be able to spawn it after adding mod to save. Got it working this way. I also modified one of Bobs migration scripts for a more convenient way to add the ressource in an existing game: In "Evolution_1.0.4" I created a folder &q...
by Koncookie
Sat May 16, 2015 7:08 pm
Forum: Mods
Topic: [MOD 0.12.2+] Evolution | Alien Manipulation
Replies: 90
Views: 72118

Re: [0.11.22] Evolution | Alien Manipulation

Is your mod compatible to existing games? Because I wanted to test your mod, but I couldn't find your new ore. Even after exploring for a long time.
by Koncookie
Sat May 16, 2015 6:59 pm
Forum: Mods
Topic: Prospect Mod
Replies: 17
Views: 17469

Re: Prospect Mod

Really nice idea. But it looks like I found a bug. If I use one map (e.g. Quartz) and close the GUI, it won't open up if I use another map of the same type. But it does if I use a new type (e.g. Iron). Also, is it possible that a map searches for the nearest and not yet mapped deposit? Because for n...
by Koncookie
Fri Jan 23, 2015 2:28 pm
Forum: Resolved Problems and Bugs
Topic: Minor Toolbelt "Bug"
Replies: 1
Views: 1121

Minor Toolbelt "Bug"

Don't know if this is worth calling it a bug, but it's a wrong behavior therefore I post it here. If I have one item out of my toolbelt in hand the handicon appears in the toolbar. But if I now switch the toolbar with the "x" key or the switch icon, the hand stays on its place. The "b...
by Koncookie
Tue Aug 19, 2014 8:54 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Modules.
Replies: 205
Views: 124766

Re: [0.10.x] Bob's Modules.

Hey Bob, nice to see that you have your own section now. After testing your mods for a while I just wanted to tell you that you did great work with all your mods. But the real reason why I finally created an account is, that you have a little fault in the research for the pollution producing modules...
by Koncookie
Tue Aug 19, 2014 8:44 am
Forum: Mods
Topic: [0.9.x] Belt Lane Splitters (1.2)
Replies: 46
Views: 40566

Re: [0.9.x] Belt Lane Splitters (1.2)

This is due to the Mod System changes since 10.7. To solve this just open the info.json file with a texteditor and rename the mod so the expected name matches the foldername. Here to Lane-Splitters. For more look here: https://forums.factorio.com/forum/vie ... =14&t=5364

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