Search found 6 matches
- 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...
- 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...
- 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...
- 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.
- 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.
- 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?