Search found 16 matches
- Sun Dec 28, 2014 2:44 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Item Terminal (Raw/Intermediate items)
- Replies: 3
- Views: 3172
Re: [Request] Item Terminal (Raw/Intermediate items)
Still looking for more input.
- Tue Dec 23, 2014 10:47 pm
- Forum: Mods
- Topic: [MOD 0.16] Compact Power
- Replies: 43
- Views: 50968
Re: [MOD 0.11.6] Compact Power
Ehh maybe max 200% but not 1300%^4 for tier 5. 10x has nothing to do with balance, its straight OP. Sorry, but where exactly is that OP? To get the named x10 energy you actually have to spend x13 resources and then some more. You will actually be getting 0.77 of the energy per resource compared to ...
- Tue Dec 23, 2014 7:43 pm
- Forum: Mods
- Topic: [0.11.x] Power-Switch-Mod v0.2.0
- Replies: 31
- Views: 37058
Re: [0.11.x] Power-Switch-Mod v0.2.0
Not working for me in MP in 11.8
with all dytech mods, treefarmmod and a few more minor mods.
specifically tested with and without this mod. may related to another mod tho.
with all dytech mods, treefarmmod and a few more minor mods.
specifically tested with and without this mod. may related to another mod tho.
- Tue Dec 23, 2014 4:33 pm
- Forum: Mods
- Topic: [MOD 0.16] Compact Power
- Replies: 43
- Views: 50968
Re: [MOD 0.11.6] Compact Power
Ehh maybe max 200% but not 1300%^4 for tier 5.Lime wrote:This mod adds 4 more tiers of compact versions of solar panels.
TODO:
- Balancing, maybe? Should I make this 10x solars instead of 13x? Or 12x will do better?
10x has nothing to do with balance, its straight OP.
- Tue Dec 23, 2014 10:57 am
- Forum: Mods
- Topic: [MOD 0.10.x+] Straight world (1.0.2)
- Replies: 31
- Views: 27472
Re: [MOD 0.10.x+] Straight world (1.0.1)
Now that I look closer, it's definitely not iron. Hm. Probably entity size of crystals is slightly higher then 1.0x1.0 And findentity 'catches' border entity of already processed block. Hm. I also doubt that 8x8 square of gems is good thing from balancing point of view :) Probably I should add expl...
- Tue Dec 23, 2014 9:25 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 185110
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
So far my list of shortcomings of this mod: - adv-accumulator replaces dytechs accumulator mk2 (which also happened to be a recipe for mk3) - the ore doesn't show on the map below a certain amount per orefield. - the nuclear reactor doesn't make any energy yet. - the nuclear reactor uses up the fuel...
- Tue Dec 23, 2014 8:59 am
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 185110
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
I get the problem that after renaming the file for the MoPower pack, that my game didn't start and tell me the Major,Middle,Minor pattern isn't matched http://i98.photobucket.com/albums/l250/Scoutter2000/For%20temporary%20show%20only/Zwischenablage01_zpsdb7fd671.jpg You didn't rename it right. it's...
- Mon Dec 22, 2014 7:12 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 185110
Re: [MOD 0.11.X] MoMods: Nuclear Power Go?
Mod looks really good.
Looks like the accumulator mk2 (DyTech) is replaced by adv-accumulator (MoMods), causing mk3,4,5 to not be buildable anymore.
Looks like the accumulator mk2 (DyTech) is replaced by adv-accumulator (MoMods), causing mk3,4,5 to not be buildable anymore.
- Mon Dec 22, 2014 4:33 pm
- Forum: Mods
- Topic: [0.11.5]Belt Switchers
- Replies: 32
- Views: 45355
Re: [MOD 0.11.5]Belt Switchers
The mod linked in the OP is incompatible with 11.7. Here's what needs to be changed to make it compatible: This needs to be added to prototypes\entities.lua, after animations = {...}, belt_horizontal = express_belt_horizontal, -- specified in transport-belt-pictures.lua belt_vertical = express_belt...
- Mon Dec 22, 2014 4:02 pm
- Forum: Mods
- Topic: [MOD 0.10.x+] Straight world (1.0.2)
- Replies: 31
- Views: 27472
Re: [MOD 0.10.x+] Straight world (1.0.1)
I love the idea of this mod. It would however be cool to have an option to choose blockside between 2,4,8,16 instead of fixed 8. It also contains a bug. 3 out of 3 maps i generated were fine, but outside the spawn location there's a super huge patch of iron: http://i60.tinypic.com/2dl99w0.png edit: ...
- Mon Dec 22, 2014 2:09 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Item Terminal (Raw/Intermediate items)
- Replies: 3
- Views: 3172
Re: [Request] Item Terminal (Raw/Intermediate items)
Try with this This might have some similar lua functionality! Thanks. I'm now also thinking of the terminal not having the inserter functionality in it. since auto pickup is kinda overpowered and it takes away the need for inserters. Also i'm still not sure about the terminal being able to output d...
- Mon Dec 22, 2014 2:32 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Item Terminal (Raw/Intermediate items)
- Replies: 3
- Views: 3172
[Request] Item Terminal (Raw/Intermediate items)
Before commenting read: So i've played quite a few games. As i progressed in efficiency tactics i still found myself having a hard time organizing copper/iron/stone/coal/wood distribution. Personally i like a mod to keep the game balanced, and not take the fun out of it or make it super easy (which...
- Mon Dec 22, 2014 12:29 am
- Forum: Ideas and Requests For Mods
- Topic: Recycling obsolete items
- Replies: 2
- Views: 2894
Re: Recycling obsolete items
So basically you want to keep busy researching for 2 hours because you wrongly made an item that took max 5 minutes?
I do see some future in recycling, but not the way you describe it. maybe think it through a little bit further.
I do see some future in recycling, but not the way you describe it. maybe think it through a little bit further.
- Fri Dec 19, 2014 11:18 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339737
Re: [0.11.x][v0.1.0] Bob's Logistics mod
The components required to make bob's electronics are in the bobplates mod. Electronics Overide is basically just a find and replace to change the recipes of all other instances of the base game electronics to bob's electronics. And Solar panels DO require the previous Tier to craft it, ALL entitie...
- Fri Dec 19, 2014 8:24 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.10] Bob's Logistics mod
- Replies: 726
- Views: 339737
Re: [0.11.x][v0.1.0] Bob's Logistics mod
Logistic roboport mk2 and up, and the robots that go with it still need the stuff from the elecoveride mod. I didn't like the elecoveride mod so i removed it. Everything went smoothly except for i cant build roboport mk2 and the robots, because there is no Electronic Circuit Board without it. So th...
- Fri Dec 19, 2014 8:07 pm
- Forum: Releases
- Topic: Version 0.11.7
- Replies: 29
- Views: 43411
Re: Version 0.11.7
this. Same here. also with dytech and treefarm. Otherwise it seems stable. We've continued our 11.6 game since the update was live.Ekelbatzen wrote:The game now crashes when I manually save in a multiplayer game (Windows 8.1 x64, also using treefarm and some dytech which worked in 0.11.6)