Search found 59 matches

by Guest_4544
Tue Apr 19, 2016 5:25 pm
Forum: Mods
Topic: [Mod 0.14]Mod Reactor 1.0.0
Replies: 21
Views: 27085

Re: [Mod 0.12]Mod Reactor 0.0.26

Crash when using the Ore Mine MK1 and MK2

Code: Select all

Error while running the event handler:
__reactor__/control.lua:138: attempt to index global 'event' (a nil value) 
by Guest_4544
Tue Apr 19, 2016 3:34 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43831

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

hmm, does this mod touches anything of the vanilla stuff? Since it is placed on Gameplay /Vanilla+ category instead of new entities or where else it could be fitting.
by Guest_4544
Tue Apr 19, 2016 2:25 pm
Forum: Mods
Topic: [Patch 12.11+][Base] hardercraft + angelsore compat patch
Replies: 2
Views: 4483

Re: [Patch 12.11+][Base] hardercraft + angelsore compat patch

Hi Guest_4544, Author of hardCrafting here :P I just came across this compatibility patch here. I shortly tested hardCrafting with the electric furnace mod and it seems to work. (out of pure luck I guess). In the next version (>0.3.9) there will be a small patch to make sure all furnaces actually w...
by Guest_4544
Sat Mar 05, 2016 1:26 pm
Forum: News
Topic: Friday Facts #128 - Back down to earth
Replies: 422
Views: 207791

Re: Friday Facts #128 - Back down to earth

A loader huh? Very nice, I'd say when that thing got a majority vote of no, at least give the modders a option to add the thing by themselves, so that some users who wants it can get it via mod instead.
by Guest_4544
Wed Mar 02, 2016 11:43 pm
Forum: Show your Creations
Topic: New pixel art :D i think this is better than first ;x
Replies: 3
Views: 2647

Re: New pixel art :D i think this is better than first ;x

[Moderated by Koub] Please, don't be offensive.
by Guest_4544
Wed Feb 17, 2016 6:26 pm
Forum: Resolved Problems and Bugs
Topic: [Twinsen]The explosion sound
Replies: 8
Views: 13471

Re: The explosion sound

- Is everyone getting the same problem, or is it my configuration ? It's the "problem" of everyone. I'd suggest for the devs either remove the sound from those explosions appearing on entity or make a new explosion entity which does not play a sound at all and use that instead. This is th...
by Guest_4544
Mon Feb 15, 2016 2:39 pm
Forum: Off topic
Topic: The other way to make games
Replies: 8
Views: 17568

Re: The other way to make games

I hope you checked your privilege
by Guest_4544
Sun Feb 14, 2016 11:33 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3787
Views: 1411347

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

Perhaps that explains it: Alright. Looks radical, I like it. Biggest problem: Finding someone who can do some great building sprites for this :D Can you post pictures or some kind of mockup? I could try doing some models* or maybe editing the vanilla sprites somehow. The latter will take a bit long...
by Guest_4544
Sun Feb 14, 2016 10:01 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3787
Views: 1411347

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

So you will only add 1-2 additional buildings which are optional?
by Guest_4544
Sat Feb 13, 2016 10:22 pm
Forum: Mods
Topic: [MOD 0.14.35] FMRx_mod 0.0.2
Replies: 6
Views: 5750

Re: [MOD 0.12.20+] FMRx_mod 0.0.1

What is coax-mg ? Coaxial Machine gun, It is mounted at the gun mantle or at the turret front. Factorio tank has one. https://en.wikipedia.org/wiki/Weapon_mount#Coaxial http://www.preservedtanks.com/Handler.ashx?PhotoID=652&Size=L&Dir=~/Albums&File=Scan_T40_Kubinka_FrontLeft_Kinnear_c.j...
by Guest_4544
Sat Feb 13, 2016 7:55 pm
Forum: Mods
Topic: [MOD 0.14.35] FMRx_mod 0.0.2
Replies: 6
Views: 5750

Re: [MOD 0.12.20+] FMRx_mod 0.0.1

FMRx wrote:yes, i love this game :)
Heh, figures it. Will you also add coax-mg for the T 55?
by Guest_4544
Sat Feb 13, 2016 7:31 pm
Forum: Mods
Topic: [MOD 0.14.35] FMRx_mod 0.0.2
Replies: 6
Views: 5750

Re: [MOD 0.12.20+] FMRx_mod 0.0.1

Is the Autocannon turrets based on this?

Image
by Guest_4544
Sat Feb 13, 2016 3:38 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 89942

Re: Friday Facts #125 - Achievements

Fight - The only ones we have so far is using tank to destroy trees and biter nests. Some other fight achievements could be added, but it shouldn't be too much , so the game doesn't feel like a fighting game, which it isn't. A fighting game is a complete different league, Factorio genre can be desc...
by Guest_4544
Fri Feb 12, 2016 9:41 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3787
Views: 1411347

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

Adding something like dirt water only makes sense if there was an entity in base or bobs that uses it, perhaps could work something out like running it through a water treatment plant and then feeding it as mineral rich water into the bio-processing plant. But that's something that I could add late...
by Guest_4544
Fri Feb 12, 2016 9:38 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 89942

Re: Friday Facts #125 - Achievements

psorek wrote:What about making flamed biters randomly run around and set trees on fire? ^^
Sounds like fun, I support this idea.
by Guest_4544
Fri Feb 12, 2016 9:21 pm
Forum: News
Topic: Friday Facts #125 - Achievements
Replies: 119
Views: 89942

Re: Friday Facts #125 - Achievements

I like the fire mechanic the most, will it be possible for modders to have a similar effect with acidic ammunition? As well that entity/unit types like the alien types can be set on fire?
by Guest_4544
Fri Feb 12, 2016 9:09 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3787
Views: 1411347

Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing

So I have been thinking a bit about the processing and apparently the question is, how far do I want it to blow up. With 4 tiers in this structure its 4 items and 8 recipes per ore, not counting the recipes to integrate it into base or bobs, which adds 2-3 recipes. so if I read it right, the crushe...
by Guest_4544
Fri Feb 12, 2016 8:21 am
Forum: Ideas and Suggestions
Topic: What are your thoughts on death in single player?
Replies: 20
Views: 30575

Re: What are your thoughts on death in single player?

Why the hell is there no option for respawning in single-player? Atleast in skirmish mode. When one host a server the player can die all the time he likes. Through one could add somehow the spawning/teleport entity which is only available on editor then even on single player one can die all the time...
by Guest_4544
Thu Feb 11, 2016 2:54 pm
Forum: Mods
Topic: [Patch 0.12.X] Electric Furnaces, slot patch
Replies: 0
Views: 3996

[Patch 0.12.X] Electric Furnaces, slot patch

Electric Furnaces slot output addition Info: Type: Patch Name: Electric Furnaces item slot patch Latest Release: v0.1.0. January 2016 Tested with Factorio Version: 0.12.22 Download latest: ElectricFurnaces_SlotPatch_0.1.0.zip Description: Adds for the electric furnaces mod another slot so it can be...
by Guest_4544
Thu Feb 11, 2016 1:30 pm
Forum: Mods
Topic: [Patch 12.11+][Base] hardercraft + angelsore compat patch
Replies: 2
Views: 4483

[Patch 12.11+][Base] hardercraft + angelsore compat patch

harderCrafting + Angels Ore compitability patch Info: Type: Patch Name: hardCrafting + AngelsOre compatibility patch Latest Release: v0.1.0. January 2016 Factorio Version: 0.12.20 Download latest: hardCrafting_angelsore_compatpatch_0.1.0.zip License: see hardCrafting, AngelsOre I just modified the ...

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