Search found 281 matches
- Fri Jul 17, 2015 7:59 am
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65737
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
I think yours was the first 'solar panels + accumulators' mod I've mentioned in my roundup posts on Reddit, so you've probably received a lot of attention for that alone (for instance, the person who commented there saying they were excited for this mod because it includes modded accumulators as wel...
- Wed Jul 15, 2015 8:49 am
- Forum: Bob's mods
- Topic: Builds with Bob's
- Replies: 48
- Views: 45939
Re: Builds with Bob's
Could you post a higher resolution picture? Zooming in on that schematic is useless because all the small text is lost to the evils of rasterisation.
- Sun Jul 12, 2015 5:38 pm
- Forum: Questions, reviews and ratings
- Topic: Mod Roundup #8
- Replies: 0
- Views: 6026
Mod Roundup #8
I figured I should start posting these over here as well as on Reddit, since there are probably a lot of people who don't bother to keep up with everything that's going on on these boards, and we have this nice new spotlights subforum, so why not? This week I'll include the links to all of the round...
- Sun Jul 12, 2015 4:53 pm
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 574698
Re: Yuoki Industries - Informations, Suggestions, Questions
I'd like to play the mod more myself, but I found I was getting very frustrated because nothing appears to be sorted in a progressive order of power or tech level in the recipe list. It makes it very difficult to figure out how to play the mod, especially without research to provide cues.
- Sun Jul 12, 2015 4:50 pm
- Forum: Yuoki Industries
- Topic: Concepts + GFX related to Yuoki-Industries MOD
- Replies: 54
- Views: 51863
Re: Concepts + GFX related to Yuoki-Industries MOD
Nice graphic, very stubby. Is this intended to be lower or higher powered than the vanilla turret?
- Sat Jul 11, 2015 3:25 am
- Forum: Mods
- Topic: [MOD 0.12.26] Packaged (Crated) Items-Transport more,faster
- Replies: 7
- Views: 12433
Re: [0.11.22] Packaged (Crated) Items - Transport more, faster
I'm not going to comment onthe utility of the mod, but I think it needs a snappier name. Something like 'Crate Expectations'.
I dunno, I'm bored of all these purely functional mod names lately!
I dunno, I'm bored of all these purely functional mod names lately!
- Sat Jul 04, 2015 12:29 am
- Forum: Mods
- Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
- Replies: 238
- Views: 310211
Re: [0.11.22] WaiTex: A HD Texture Pack
I would like to see more mask trickery done, besides marking player allegiances, on things like, say, Dytech or Bobs' upgraded plants, assemblers and miners. I know that masks can be applied on the basis of entity type, and on faction allegiance, but both at the same time? Hmm...
- Fri Jun 19, 2015 8:35 am
- Forum: Mods
- Topic: DDMod + Crossover DDMod/DyTech
- Replies: 26
- Views: 13232
Re: DDMod + Crossover DDMod/DyTech
I had a look at your code and I'm not sure why it isn't working. It should be.
- Fri Jun 19, 2015 7:54 am
- Forum: Mods
- Topic: [0.11.x]Science pack prerequisites 0.0.1
- Replies: 5
- Views: 8026
Re: [0.11.x]Science pack prerequisites 0.0.1
I'm...not sure why you would need this. Isn't requiring blue science self-evident? Science pre-reqs are one thing, all of the technologies' formal pre-requisites are actually thematically linked to them.
- Wed Jun 17, 2015 10:42 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 178039
Re: Resource Spawner Overhaul - Discussion thread
Bob's always turns the map into a kaleidoscope though, it's a tiny bit annoying but what can you do?
- Mon Jun 15, 2015 2:30 pm
- Forum: Mods
- Topic: DDMod + Crossover DDMod/DyTech
- Replies: 26
- Views: 13232
Re: DDMod + Crossover DDMod/DyTech
Furnace recipes do not support multiple outputs, so far as I know. Those graphics look pretty amazing though, I have to say.
- Fri Jun 12, 2015 11:36 pm
- Forum: Mods
- Topic: [0.11.x] Time Lapse Mod
- Replies: 31
- Views: 27533
Re: [0.11.x] Time Lapse Mod
That's a brilliant idea.
- Fri Jun 12, 2015 11:31 pm
- Forum: Questions, reviews and ratings
- Topic: Ideas & Suggestions
- Replies: 56
- Views: 36496
Re: Ideas & Suggestions
Clearly you need more wood, or to set the requester chest to request less wood.
- Mon Jun 08, 2015 9:48 am
- Forum: Mods
- Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
- Replies: 67
- Views: 68404
Re: [0.11.22] Automated Red Alert harvesters 0.0.5
I'm curious, is there a limit on the maximum range of this thing? If you leave a refinery and some harvesters running by themselves will they start travelling massive distances to find remote ore deposits? And if you're using a mod that changes basic ores into infinite fields (like the option in Bo...
- Mon Jun 08, 2015 4:15 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 177479
Re: [0.11.x][v0.1.4] Bob's Warefare mod
If you're interested in new radar, I would suggest Radar 2.0. I like its division of the buildings into separate roles.
- Mon Jun 08, 2015 3:24 am
- Forum: Mods
- Topic: [0.11.22] Automated Red Alert harvesters 0.1.0
- Replies: 67
- Views: 68404
Re: [0.11.22] Automated Red Alert harvesters 0.0.5
I'm curious, is there a limit on the maximum range of this thing? If you leave a refinery and some harvesters running by themselves will they start travelling massive distances to find remote ore deposits? And if you're using a mod that changes basic ores into infinite fields (like the option in Bob...
- Thu Jun 04, 2015 11:57 pm
- Forum: Mods
- Topic: [0.11.x] Easy Belt Layer
- Replies: 13
- Views: 21233
Re: [0.11.x] Easy Belt Layer
That sounds like work.
- Tue Jun 02, 2015 12:29 am
- Forum: Mods
- Topic: [0.11.22] Replicators 1.0.25
- Replies: 57
- Views: 52208
Re: [0.11.22] Replicators 0.2.3
You could add some "raw matter" liquid that is processed by the Replicators and makes them into items, but what is this liquid made of? The easiest way would be rare earth, and since it's endless it would kinda make sense. It also might be created from a newly introduced resource (liquid ...
- Tue Jun 02, 2015 12:08 am
- Forum: Modding help
- Topic: Energy Generation Mod (Help with Boilers)!
- Replies: 1
- Views: 1673
Re: Energy Generation Mod (Help with Boilers)!
A lot of what you want to do isn't really possible unless you script it, and it sounds like certain things (such as bursting pipes, which I don't approve of for the same reason I hated breaking machines in Industrialcraft) would be prohibitively expensive to do. Atomic Power (it has its own subforum...
- Wed May 27, 2015 5:36 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78471
Re: [0.11.17+] Slipstream Chests - 1.1.1
It intentionally doesn't run that fast because...well, two reasons. One, the chest isn't really designed to saturate express belts, and two, the control script would chew up more CPU time than treefarms if I made it do so by default. I'm busy with uni at the moment, but I haven't forgotten about thi...