Search found 6 matches

by Megamin
Sun Mar 06, 2016 1:42 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 85161

Re: [MOD 0.12.+] N.Tech-Chemistry

Maybe you can change the recipe for concrete so it uses seawater instead of normal water. Quite a pain to have to clear the water just to do concrete. After a while I found it easier just to put c.Seawater = false in config.lua in the mod root and consider all the water lakes and ponds. Though I st...
by Megamin
Fri Mar 04, 2016 4:00 pm
Forum: Mods
Topic: [MOD 1.1] N.Tech-Chemistry
Replies: 119
Views: 85161

Re: [MOD 0.12.+] N.Tech-Chemistry

@Natha Hello, thanks for a great mod! One thing I found questionable (like @Chess did) was heat capacity for substances. It's halved for seawater, rendering power plants taking twice as much place for the same output, and 0 for gases -- I tend to dispose unused Nitrogen from atmospheric extractors b...
by Megamin
Thu Mar 03, 2016 7:30 pm
Forum: Mods
Topic: [mod 0.12.20] Dynamic energy
Replies: 6
Views: 6697

Re: [mod 0.12.20] Dynamic energy

@monty Edit: I've checked up mod contents, and locale/en/denergy.cfg file seems very underpopulated/human unfriendly to me (below, empty lines trimmed). I've tried to put readable names after "="s , populated couple of technology names in corresponding section and it got fixed missing keys...
by Megamin
Thu Mar 03, 2016 1:26 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 95501

Re: [0.12.x] Rotatable Pipes v1.0.0

If it wasn't the mod main idea (well, it's called rotatable pipes for a reason, I guess)) -- fine with me, I never rotate them after placing anyway.
by Megamin
Thu Mar 03, 2016 12:04 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 95501

Re: [0.12.x] Rotatable Pipes v1.0.0

Yes, I'd like to support previous post: smaller icons (and probably less numerous) should make info overview cleaner.
by Megamin
Thu Mar 03, 2016 12:00 pm
Forum: Mods
Topic: [mod 0.12.20] Dynamic energy
Replies: 6
Views: 6697

Re: [mod 0.12.20] Dynamic energy

Hello, I totally love the idea of this mod, but I find it hard to use due to all names missing (the same way as one of the screeshots in OP - "Unknown key: <whatever name>" ), or am I missing some dependency?

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