Search found 281 matches

by Degraine
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...
by Degraine
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.
by Degraine
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...
by Degraine
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.
by Degraine
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?
by Degraine
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!
by Degraine
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...
by Degraine
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.
by Degraine
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.
by Degraine
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?
by Degraine
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.
by Degraine
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.
by Degraine
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.
by Degraine
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...
by Degraine
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.
by Degraine
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...
by Degraine
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.
by Degraine
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 ...
by Degraine
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...
by Degraine
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...

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