Search found 14 matches
- Fri Nov 20, 2020 7:52 am
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 47608
Re: Hotkey to replace existing structures with blueprint
This is a must have quality of life improvement for working with blueprints.
- Mon Apr 06, 2020 1:45 pm
- Forum: Mods
- Topic: [MOD 0.18] KRASTORIO^2
- Replies: 198
- Views: 157739
Re: [MOD 0.18] KRASTORIO^2
After over 3000 hours starting this mod makes me feel like a total newb again, I love it.
- Thu Feb 08, 2018 2:15 pm
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 11461
Re: [0.16] Stormwalls
Sure thing, I'm very interested in this mods progression, I think its concept is superior to the other forcefields, using the 'floor/pavement' tiles for more things, can't wait til you get some textures for them.
- Mon Feb 05, 2018 7:42 pm
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 11461
Re: [0.16] Stormwalls
Well, first off, the emitter is only one tile wide, so the area it covers inevitably has to be an odd number of tiles as well. The expected behavior of a 1x1 emitter with an odd number area would result in an equal coverage distance in all directions. However, as I demonstrated with the screenshot,...
- Sun Feb 04, 2018 3:49 pm
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 11461
Re: [0.16] Stormwalls
Keep in mind, when an emitter is destroyed, every wall linked to it will evaporate and have to be rebuilt. That's exactly what I was trying to test actually. :lol: On a side note, I think the 1GJ internal buffer may be a bit too large, they take forever to charge on anything but a hardcore late gam...
- Sun Feb 04, 2018 6:04 am
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 11461
Re: [0.16] Stormwalls
Well it worked, and I've been baiting biters into them some more, much better than before but I still managed to get another, different crash. https://puu.sh/zggQR/f108ee6df2.jpg Upon further inspection it appears to be when a spitter is destroying the emitter. Before http://puu.sh/zgj2k/83b358b852....
- Sat Feb 03, 2018 2:00 am
- Forum: Mods
- Topic: [0.16] Stormwalls
- Replies: 26
- Views: 11461
Re: [0.16] Stormwalls
Love the concept here. Threw the mod in and dropped some, they spawned fine, but when I shot one myself, I got a crash when it died. Was a purple that I shot. Testing more now. http://puu.sh/zft5v/bfc61f76f7.jpg Confirmed the same happened with biters destroying one. Gonna disable the rest of my mod...
- Wed Jan 31, 2018 10:44 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 96861
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Ah. Well I appreciate you taking a look if you get a chance. It's the only thing I haven't been able to eliminate the fuel belt over to in my heavily modded game and seems a logical addition to this mod thematically.GotLag wrote:I haven't used Angel's, I may have a look on the weekend but no promises.
- Tue Jan 30, 2018 4:05 am
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
- Replies: 70
- Views: 96861
Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Any chance of an electrification of Angel's blast furnace being added here?
- Tue Dec 12, 2017 6:16 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1099012
Re: [0.15] Sea Block Pack 0.1.7
Nice mod pack. I was wondering if you could make available, as an alternative installation method, a save game file made right after loading the game with the pack, it would allow a smaller download and then use of the sync mods feature now built into the game.
- Sun Oct 08, 2017 7:28 pm
- Forum: Mods
- Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
- Replies: 103
- Views: 95526
Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Hello, big fan of this mod. I would like to make a suggestion though, could a "hardcore" mode be added where they replace the vanilla universal pipes entirely, don't revert when picked up and add a 4 way junction? So that, if you wanted to turn corners into T junctions or straight pipe int...
- Wed Jul 26, 2017 2:15 am
- Forum: Mods
- Topic: [0.14] Reactors & Atomic Locomotives
- Replies: 175
- Views: 121349
Re: [0.14] Reactors & Atomic Locomotives
I'm not porting Reactors to 0.15. I think the new reactors actually work quite well, and I have other demands on my time. I'm with Optera, I understand you have other priorities, but I find it unfortunate because I think your reactors and processing were done better than the new vanilla ones (and I...
- Mon Oct 10, 2016 5:49 am
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 68970
Re: [MOD 0.14.x] Additional-turret
Well, they're be very short range and high damage, spread pattern would let them hit multiple targets at once like regular shotguns. I'd probably give them 100% damage bonus and 50% longer range than the handheld shotguns, double the attack speed of the combat shotgun. Recipe could be two combat sho...
- Sat Oct 08, 2016 6:00 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 68970
Re: [MOD 0.14.x] Additional-turret
I love this mod, thank you so much for cannon turrets!
Can haz shotgun turrets?
Can haz shotgun turrets?