Search found 281 matches
- Mon May 25, 2015 2:20 am
- Forum: Resource Spawner Overhaul
- Topic: Resource Spawner Overhaul - Old discussion thread
- Replies: 182
- Views: 178035
Re: [MOD 0.11.*] Resource Spawner Overhaul
I've traditionally had trouble finding nickel with RSO, but I generally have infinite ores switched on so it doesn't matter too much in the long run.
- Sat May 23, 2015 1:30 am
- Forum: Mods
- Topic: MOD[0.11.X]- Epic Pace: Marathon Balance+ bigger furnaces
- Replies: 3
- Views: 13627
Re: MOD[0.11.X]- Epic Pace: Marathon Balance+ bigger furnaces
If you're having issues with the zipped version of your mod, make sure the compression method is Deflate, rather than Deflate64, LZMA, Bzip2 or whatever else (I'm just pulling from the 7zip list here).
- Fri May 22, 2015 4:50 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 291975
Re: [0.11.x][v0.7.11] Bob's Metals, Chemicals and Intermediates
There is a recipe to refine copper ore in one of the special furnaces and produce some cobalt as well. You should get it when you research cobalt processing.
- Tue May 19, 2015 10:43 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 574672
Re: Yuoki Industries - Release+In-Depth Informations, Suggestions, Questions
I think the point is that the mod is still in development, Yuoki wants to complete the mod to a satisfactory degree before they start assigning techs to everything.
- Tue May 19, 2015 10:38 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 102098
Re: [0.11.x][v0.1.2] Bob's Enemies Mod
I've never cared for his mod partly for that reason, in spite of the admittedly impressive features. That and he's [Edited] . But that's purely personal opinion. [Edited by Koub] : You are free to have an opinion, and to express it, but please no personal attacks : we don't want this forum to become...
- Sun May 17, 2015 4:07 pm
- Forum: Mods
- Topic: [MOD 0.11.6][WIP] Better Turrets - alpha 0.0.3
- Replies: 30
- Views: 24686
Re: [MOD 0.11.6][WIP] Better Turrets - alpha 0.0.4
I'm a little hesitant about putting this up, but I'm tired of messing around with it by myself. I've done an update to 0.0.3, changed a lot of stuff around on the back end to make it more consistent with vanilla. The recipes for 7.62mm ammo have been altered somewhat, and ammo boxes for 7.62mm turre...
- Sun May 17, 2015 6:33 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 177477
Re: [0.11.x][v0.1.4] Bob's Warefare mod
I think the biggest problem is the sheer size of the grids in your later armours. I felt spoiled by an embarrassment of riches when I had just 10x10 to work with.
- Sat May 16, 2015 4:28 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 291975
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
The migration file for 0.6.3 now throws an error in the console when activating MCI on an existing save, since solder-lead (line 14) was renamed.
- Fri May 15, 2015 12:34 am
- Forum: Bob's mods
- Topic: Builds with Bob's
- Replies: 48
- Views: 45939
Re: Builds with Bob's
That's from my mod. You'll need version 1.0.2, which I've re-added to the OP of the thread.
1.1.1 removed directional chests, but unfortunately it doesn't play nicely with blueprints or Foreman. One of the limitations of the system I'm using now.
1.1.1 removed directional chests, but unfortunately it doesn't play nicely with blueprints or Foreman. One of the limitations of the system I'm using now.
- Thu May 14, 2015 4:40 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 291975
Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates
You can limit the output of a Mk2 farm, but it requires a little more work. Set up an assembler to make the seeds, then place a smart inserter on its input or output that only runs when the total amount of wood in the system is below 2500 or 5000 or what have you. The system's response time between ...
- Thu May 14, 2015 4:34 am
- Forum: Mods
- Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
- Replies: 31
- Views: 47180
Re: [0.11.17+] Radar 2.0
I like this, good idea.
- Tue May 12, 2015 4:23 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 229660
Re: [MOD 0.11.x] Autofill
Could you put a ceiling on the maximum number of items inserted, even after fuel value is taken into account? And for gun turrets, they do have an automated_ammo_count variable that could be used as a limit on how many clips are added, if you have such an embarrassment of ammo that the total amount ...
- Sun May 10, 2015 5:46 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78458
Re: [0.11.17+] Slipstream Chests - 1.1.1
Reuploaded, apparently it's not a good idea to use Deflate64 to compress mods. Apologies to the hundred or so people who downloaded the busted version, it's fixed now.
- Fri May 08, 2015 4:29 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
- Replies: 123
- Views: 102098
Re: [0.11.x][v0.1.2] Bob's Enemies Mod
Well, the Behemoth Biters/Spitters that the devs are planning on introducing are a good template...
- Fri May 08, 2015 1:40 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 317152
Re: [0.11.x][v0.1.6] Bob's Logistics mod
Pipe info is in the first post of the MCI thread, at least for now. So you'll be able to see the pattern he used.
- Wed May 06, 2015 12:59 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78458
Re: [0.11.17+] Slipstream Chests - 1.1.1
... Now available: Slipstream Chests 1.1.1, aka The 'Why Didn't Anyone Tell Me I Left The Debug Info On?' update. My own copy's been working fine, but somehow I uploaded a version that didn't have it turned off. Upgrade if you intend to play multiplayer, but otherwise, no changes. It's even in the m...
- Sun May 03, 2015 10:48 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 177477
Re: [0.11.x][v0.1.3] Bob's Warefare mod
They're used in making the new equipment as well.
- Sun May 03, 2015 3:05 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.11] Bob's Warfare mod
- Replies: 301
- Views: 177477
Re: [0.11.x][v0.1.3] Bob's Warefare mod
Dammit, I've been mulling over balance issues for a Better Turrets update that supports this module, and now you go and add heaps more stuff to it?! arrrrgh worst update ever More seriously, I'm fine with using alien artifacts as they are directly in recipes. The standard ones don't need any preproc...
- Tue Apr 28, 2015 12:39 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Slipstream Chests - 2.0.0
- Replies: 87
- Views: 78458
Re: [0.11.17+] Slipstream Chests - 1.1.0
Could there be faster varieties of the slipstream chests for full compression fast and express belts. A slipstream chest mk II might be a nice idea, it would be able to input and output items faster for a higher belt group while keeping compression. It could take a slipstream chest and ~8 fast inse...
- Sat Apr 25, 2015 1:14 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 275171
Re: [MOD 0.11.x] The Fat Controller. Remote train management
Someone mooted the possibility of automated cars that could be given stops to drive between, though that would make them rather more powerful and useful than trains at present. But I do like the idea of road trains (a real term out here in Australia for very large B-double trucks with multiple trail...