Search found 18 matches

by CopperBoltwire
Sat Jun 25, 2022 10:09 pm
Forum: Ideas and Requests For Mods
Topic: Request/Search: Beacon affecting Burner Drills+
Replies: 1
Views: 734

Request/Search: Beacon affecting Burner Drills+

I tried to find the mod i used about 2-3 years ago along with "Creative Mode" Mod that allowed Burner Drills, Furnace and Blast furnace to be affected by Beacons. If anyone know the mod, please link it, and if there is no such mod, please make it. It was quite more fun that way for me. and...
by CopperBoltwire
Fri Nov 06, 2020 2:11 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Speed/Prodictivty effecting burner tech
Replies: 10
Views: 2587

Re: [Request] Speed/Prodictivty effecting burner tech

Thanks a ton Darkfrei - I'll look into it and mock around with it. From what i can see it really WAS a small thing to do mod wise, but still a bit more complicated then simply doing something like a flip-switch. Beacon_Effect=0 (this is what i thought was hidden in the code somewhere, clearly that i...
by CopperBoltwire
Fri Oct 30, 2020 10:28 pm
Forum: News
Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Replies: 141
Views: 79801

Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button

Simply, Wube, Thanks for a great game and your continued hard work.

Actually, could you maybe do something greater with the "ending" of the game... Instead of just congrats and statistics, do something a bit more interesting?
by CopperBoltwire
Fri Oct 23, 2020 1:09 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Speed/Prodictivty effecting burner tech
Replies: 10
Views: 2587

Re: [Request] Speed/Prodictivty effecting burner tech

But I'm not interested in unlocking ALL research. Also not looking to just unlock it with a simple command. I wanted Burners, Basic & Steel Furnace and the first few assemblers be affected by Beacons. I'm grateful for you people trying to help, but you people completely missed the mark on what I...
by CopperBoltwire
Thu Oct 22, 2020 4:05 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Speed/Prodictivty effecting burner tech
Replies: 10
Views: 2587

Re: [Request] Speed/Prodictivty effecting burner tech

With Creative Mod, it was mostly just to speed past the burner stage faster by buffing the burner tech so one can get to the other tech levels faster. At least that's my thinking for this request. Just wanted to rush through that stage... I love to try a lot of other mods, and often start a new game...
by CopperBoltwire
Thu Oct 22, 2020 2:38 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Speed/Prodictivty effecting burner tech
Replies: 10
Views: 2587

[Request] Speed/Prodictivty effecting burner tech

I enjoy playing with the Creative mod and more so messing around with the Beacon at the start of the game. But sadly, even the speed modules don't affect burner technology of either the Burner Drill, the basic furnace, or the assemblers. Anyone willing to make a mod that overwrites this and allows b...
by CopperBoltwire
Fri Jan 05, 2018 12:40 am
Forum: Mods
Topic: [MOD 0.16] Swarm 1.2.0
Replies: 30
Views: 53321

Re: [MOD 0.16] Swarm 1.2.0

Love this mod... The aliens are boring enough as it is. But this mods makes them more... interesting to say the least.
Sure i lost many "hardcore" type games with this mod, but just part of the fun challenge with this mod.
So thanks for the continued maintenance!
by CopperBoltwire
Tue Jan 02, 2018 3:59 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1396943

Re: Development and Discussion

So, JUST updated from 15.39-ish to 16.9 And the only mod appearing in red is the pressurized tanks mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1254562723 I got NO clue as to what the "colour coding" means But i take it that the tanks REQUIRES the other mod? If not, then what...
by CopperBoltwire
Tue Nov 07, 2017 10:47 pm
Forum: Mods
Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Replies: 689
Views: 390373

Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources

== Bug Spotted == Object: Creative Chest Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD. Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing. Could be another mods reason, but i honestly don't think so. I can provi...
by CopperBoltwire
Sun Nov 05, 2017 1:17 pm
Forum: News
Topic: Friday Facts #215 - Multithreading issues
Replies: 101
Views: 44729

Re: Friday Facts #215 - Multithreading issues

After reading the news article on steam about multithreading, i felt the urge/need to say the following: I understood most of what was explained, most of it. But if you can't make that kind of update before v1.0 comes out, maybe make that as part of patch/update version 2.0? I have, on purpose negle...
by CopperBoltwire
Tue May 09, 2017 4:13 pm
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 124253

Re: [MOD 0.13] Big Bags - more space in your bags

Well, editing the Data.lua did nothing, Toolbelt could still be researched... BUT... It's okay, cause the guy making Auto Research updated his mod to be super useful now!
No longer am i forced to lurk over my research, now i can let it research everything over time.
by CopperBoltwire
Tue May 09, 2017 4:11 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429092

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Sorry to be the one guy, but when can we (kinda) 'expect' NE:Ex to hit 0.15? While NE:En is great, it just feels a tad bland without the Ex (Expansion) module. This is a much harder one to convert, since people can adjust most of the starting parameters, including evolution factors and expansion fa...
by CopperBoltwire
Tue May 09, 2017 10:35 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 429092

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Sorry to be the one guy, but when can we (kinda) 'expect' NE:Ex to hit 0.15?

While NE:En is great, it just feels a tad bland without the Ex (Expansion) module.
by CopperBoltwire
Sun May 07, 2017 3:16 am
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 124253

Re: [MOD 0.13] Big Bags - more space in your bags

Sorry, I won't change the cost of toolbelt, which is a research that old users like. The problem is this auto-research mod. It should provide a way to search only the techs you want. Will you share with me how to mod the cost on my own copy i got? in the data.lua file, delete all the toolbelt secti...
by CopperBoltwire
Sat May 06, 2017 10:49 pm
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 124253

Re: [MOD 0.13] Big Bags - more space in your bags

binbinhfr wrote:Sorry, I won't change the cost of toolbelt, which is a research that old users like.
The problem is this auto-research mod. It should provide a way to search only the techs you want.
Will you share with me how to mod the cost on my own copy i got?
by CopperBoltwire
Sat May 06, 2017 6:34 pm
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 124253

Re: [MOD 0.13] Big Bags - more space in your bags

I do not really undertand : if you don't want the toolbelt extra, just do not research it... The mod "Auto Research" automatically research the toolbelt, regardless of my settings, and since i hate the extra toolbars i NEVER use, i'd like a way to disable the toolbelt researches. OR even ...
by CopperBoltwire
Sat May 06, 2017 1:39 pm
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 124253

Re: [MOD 0.13] Big Bags - more space in your bags

Any way to disable, al together, the Toolbelt research? I find it super useless. The problem is that any other window, once i have done all research, overlaps the toolbar completely. the GUI isn't very flexible when it comes to mods that adds extra nonsense. So, any way to disable/rip out the toolbe...
by CopperBoltwire
Tue Mar 28, 2017 1:11 pm
Forum: Ideas and Requests For Mods
Topic: [Idea][Request] Custom range indicator (ex. weapon range)
Replies: 0
Views: 716

[Idea][Request] Custom range indicator (ex. weapon range)

So while there is tons of mods that adds custom weapons with their own ranges, and a some mods that also adds vehicles that adds their own ranges to their weapons. And even some tools have a limited range too beyond the vanilla. Basically, a simple GUI that allows the user to create an/several overl...

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