Search found 281 matches

by Degraine
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.
by Degraine
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).
by Degraine
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.
by Degraine
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.
by Degraine
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...
by Degraine
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...
by Degraine
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.
by Degraine
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.
by Degraine
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.
by Degraine
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 ...
by Degraine
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.
by Degraine
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 ...
by Degraine
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.
by Degraine
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...
by Degraine
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.
by Degraine
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...
by Degraine
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.
by Degraine
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...
by Degraine
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...
by Degraine
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...

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