Search found 6 matches

by MNorman
Wed Oct 28, 2015 5:16 pm
Forum: Mods
Topic: [MOD 0.12.x][0.14.x] SmartLoader_0.3.5 (12.10.16)
Replies: 32
Views: 35078

Re: [MOD 0.12.x] SmartLoader_0.3.0 (17.10.15)

Version 0.3.0 seems to have reintroduced the bug described on Sep 14 (enabling all filters after the first unmet one). The workaround still works.
by MNorman
Sun Apr 26, 2015 11:39 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 310362

Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

There are Magnesium-based alloys, with greater than 90% magnesium, but they have low strengths, and are primarily used for lightly-loaded components in a structure that is otherwise made of titanium or aluminium. Your Titanium recipe matches the FFC process, which uses carbon at very high temperatur...
by MNorman
Thu Apr 23, 2015 4:31 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 398123

Re: [0.11.x][v0.6.7] Bob's Ore Mod.

Thankyou for the explaination, I hadn't realised that the mining power had an effect on the time to mine one unit of ore, I had assumed that it was purely based on the mining speed.
by MNorman
Wed Apr 22, 2015 8:38 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 398123

Re: [0.11.x][v0.6.7] Bob's Ore Mod.

Is there a specific reason why the advanced mining drills use more power per unit of output than the basic one? In this situation there is very little incentive to upgrade the mining drills.
by MNorman
Fri Feb 13, 2015 6:59 pm
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 200334

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

I am getting random crashes with peacemod, both with my hacked version and v1.0.7 this seems to be linked to the line richness={min=300, max=1000}, If this is changed to richness=300, there are less crashes (I have run a game lasting 25 hours with this modification to my original block of code and h...
by MNorman
Sat Jan 31, 2015 12:22 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 200334

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

I have been trying to make this mod work with PeaceMod (v 0.1.0). I have added the following code to config.lua in RSO: if remote.interfaces["peacemod"] then config["alien-ore"] = { type="resource-ore", allotment=30, spawns_per_region={min=0, max=1}, richness={min=300, ...

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