Search found 26 matches

by jaxterity
Sun Aug 07, 2016 3:11 pm
Forum: Mods
Topic: Please delete this post.
Replies: 1
Views: 1208

Please delete this post.

Please delete this post.
by jaxterity
Sun Aug 07, 2016 2:31 pm
Forum: Mods
Topic: Please delete this post.
Replies: 1
Views: 1208

Please delete this post.

Please delete this post.
by jaxterity
Sat Aug 06, 2016 12:08 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421241

Re: Development and Discussion

Hey all!

I have a question about Yuoki mods. I do not seem to find any research in game or anything regarding how to get Yuoki ores when you have Angels mods installed. It says it supports it, but I see it no where to be found. Any ideas?

Regards
by jaxterity
Sat Aug 22, 2015 12:44 am
Forum: Mods
Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Replies: 20
Views: 34124

Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)

Hello So after further testing the problem was solved. The issue/flickering was due to the Mo Weather mod. I put that in to see it and test it out. But apparently having that with the Day/Night extender makes it flicker a lot when it transitions between day/night. I removed Mo Weather and it works g...
by jaxterity
Fri Aug 21, 2015 11:06 am
Forum: Mods
Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Replies: 20
Views: 34124

Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)

Yeah I'll try to see if I can get blinking video up on Youtube and post it here. I do use the WaiTEX HD mod but that shouldn't change anything to do with this mod I believe as it just ups the textures of the game to HD. I do use other mods like Bob's mods but that shouldn't influence the time as far...
by jaxterity
Wed Aug 19, 2015 6:18 pm
Forum: Mods
Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Replies: 20
Views: 34124

Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)

This mod seems to be currently blinking a lot between day/night switching over. I do not remember it doing this in version 11 as I used it back then. If it is the only way to get it working, is it possible to make it just go straight to night and straight to day so it skips the blinking in between s...
by jaxterity
Tue Aug 18, 2015 10:56 am
Forum: Mods
Topic: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)
Replies: 20
Views: 34124

Re: [0.12.X] Longer Day/Night Cycles (DayNightExtender 1.1.0)

Greetings So we cannot lower/decrease the day time lower than it already is. HOWEVER I am wondering if it would be possible to do this either this in this mod or in a spinoff mod, that you or someone else might want to do with it? If we could have days get longer for a certain amount of days and the...
by jaxterity
Tue Aug 18, 2015 6:01 am
Forum: Ideas and Requests For Mods
Topic: Day length
Replies: 2
Views: 5299

Re: Day length

To add to this, what if certain days were longer and then as the night would go by it would only go a little dark but then as the days got shorter the nights got longer and darker. To the point that it gets to a really long and dark night.
by jaxterity
Tue Aug 18, 2015 5:59 am
Forum: Ideas and Requests For Mods
Topic: Day length
Replies: 2
Views: 5299

Day length

Ok so I've seen some mods that change day length before but I do not know that I've seen any recently updated. I used one back in version 10 but I do not know about 11 or 12. I had the idea after reading a story someone posted of fan-fiction in the general forums. "Fan Fiction - Factorio Story ...
by jaxterity
Tue Aug 18, 2015 4:54 am
Forum: Ideas and Requests For Mods
Topic: Cars/vehicles & Trains/Assemblers
Replies: 0
Views: 3076

Cars/vehicles & Trains/Assemblers

I would love to see this to transport my cars that have a full inventory through the use of trains. I would have to manually, (or maybe even have part of the mod able to kick it out up/down/left/right in a certain direction after it gets to a set point. My thought is, I do trains all the time but th...
by jaxterity
Tue Aug 18, 2015 4:34 am
Forum: General discussion
Topic: Trains trains, and SIGNALS
Replies: 2
Views: 5637

Trains trains, and SIGNALS

Hey all. So I have been doing tons of trains and trying to learn train signals really well. Some of you may have seen my base from my streams I do on Twitch but if not I'll try to explain it a bit. I cannot really post a screenshot currently because I am at work. Currently it is very closed in toget...
by jaxterity
Tue Aug 11, 2015 4:11 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 434412

Re: [MOD 0.12.x] Natural Evolution v3.1.0 - All things Alien!

So, do they attack even if the pollution doesn't even get close to aliens? I was redoing my entire base and producing nothing, no pollution and it died down almost completely only had a tiny bid in the center of my little base not even close to aliens. But there were continual HUGE waves of aliens t...
by jaxterity
Sun Aug 09, 2015 4:14 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 434412

Re: [MOD 0.12.x] Natural Evolution v3.1.0 - All things Alien!

Hey, I am curious. With Natural Evolution, do biters/spitters build big groups and automatically attack even with no pollution on them? If I am polluting not at all, they still go and attack in big waves? That's what it seems like when I read the long description. I've been playing with it forever, ...
by jaxterity
Fri Aug 07, 2015 5:01 am
Forum: Mods
Topic: [0.12.X] Age of Factorio
Replies: 8
Views: 11919

Re: [0.12.X] Age of Factorio

Thanks for your idea and your offer of help jorgenRE!
by jaxterity
Thu Aug 06, 2015 4:57 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 182793

Re: Bob mods for 0.12

Hey Bob! I just now put in all the mods except the override for the version .12. The issue i am running into, is there is no way to craft Assembly Machines Mk2. This is because we need a Basic Electronic Board. To produce this, we need Basic electronic components which are produced IN the Assembly M...
by jaxterity
Tue Aug 04, 2015 6:29 am
Forum: Mods
Topic: [0.12.X] Age of Factorio
Replies: 8
Views: 11919

[0.12.X] Age of Factorio

Age of Factorio Name: Age of Factorio Version: TBA Factorio-Version: 0.12.x Description: To add progression through Ages of advancement. (Will improve this...) License: No set license yet... (Thoughts on this?) Release: TBA Download-Url: Website: [url]factorioforums.com Dependencies: TBA Category: ...
by jaxterity
Tue Aug 04, 2015 5:50 am
Forum: Mods
Topic: Homeworld 0.5.2
Replies: 69
Views: 55358

Re: Homeworld 0.5.0

Hello. I love the idea of the mod you are doing and the progress you are making. I am creating a mod that is going to have a big progression through it. I am hoping to enlist the help of many people within the Factorio community. Either one one thing or another. Such as ideas and suggestions, as wel...
by jaxterity
Sun Feb 15, 2015 11:33 pm
Forum: Resolved Problems and Bugs
Topic: [0.11.15] Error randomly while playing
Replies: 3
Views: 1817

[0.11.15] Error randomly while playing

Here is a paste of the factorio-current.log that I got my last crash on. This crash happened when it was auto saving. ---------------------------------------------------- 0933.274173 Info Logger.cpp:152: 2015-02-15 15:05:15; Factorio 0.11.15 (Build 13276, win64) 0933.274253 Info Logger.cpp:156: Oper...
by jaxterity
Sun Feb 15, 2015 1:32 pm
Forum: Pending
Topic: [0.11.15] Error described in log
Replies: 5
Views: 7727

[0.11.15] Error described in log

It does not really describe much in this error it simply says I can help solve the problem by posting the contents of the log file on the Factorio forums. This is in the latest version. I shall include the log file in this post, because it said uploading txt or log files is not allowed. I have an I7...
by jaxterity
Fri Dec 19, 2014 10:38 pm
Forum: Mods
Topic: [MOD 0.11.6][WIP] JaxMods
Replies: 5
Views: 7381

Re: [MOD 0.11.6][WIP] JaxMods

Well, biters and so on will be changed over time I'm slowly working on things piece by piece haha. The thing is, the starting ages you wouldn't want to go around attacking or getting next to bases of aliens. And you wont really be polluting much of anything (if anything) in the wood age. So I do not...

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