Search found 59 matches
- Tue Jul 12, 2016 12:52 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 357882
Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.32
Anyway, I think it's totally doable to have multiple fluid types per car to match the graphic. ...essentially you just plop down 4 of them instead of one. What do folks think? Is this worth doing? Maybe I'm just too much of a stickler, but it just seems unnecessary. If you need to carry around mult...
- Sun Jul 10, 2016 6:39 pm
- Forum: Mods
- Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
- Replies: 374
- Views: 357882
Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.32
Hey! I've been working on updating the model and wanted to know what you think of it? Ugh, I hate to say it, but that really just doesn't sit well with me. It probably has to do with the tanks being vertical like that. I mean, I suppose there's a reason we don't do that IRL either, you lose storage...
- Sat Jul 09, 2016 4:44 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Underground mining drills
- Replies: 46
- Views: 40635
Re: [MOD 0.12.11+] Underground mining drills
Any word on updating for 0.13?
- Sat Jul 09, 2016 4:42 pm
- Forum: Mods
- Topic: [MOD 0.13.X] Fractional Distillation
- Replies: 22
- Views: 13668
Re: [MOD 0.13.X] Fractional Distillation
So just getting this straight, does this mod just add additional recipes without messing with anything vanilla? Is it just another, more efficient way of doing things?
- Sat Jul 09, 2016 1:54 am
- Forum: Questions, reviews and ratings
- Topic: [TREEFARM - ADDON] Caffein v0.4.0
- Replies: 15
- Views: 33186
Re: [TREEFARM - ADDON] Caffein v0.4.0
Cheers, I'll be on the lookout for that then.Blu3wolf wrote:When I get around to updating for 0.13, Ill have a look at making them craftable from something else.
- Fri Jul 08, 2016 3:38 am
- Forum: Questions, reviews and ratings
- Topic: [TREEFARM - ADDON] Caffein v0.4.0
- Replies: 15
- Views: 33186
Re: [TREEFARM - ADDON] Caffein v0.4.0
How do you get the tea and coffee seeds? I think you're supposed to get them when you research, but that doesn't really work. I think there needs to be a different way to get them naturally.
- Fri Jul 08, 2016 2:35 am
- Forum: MoMods
- Topic: Moving Mods to offical mod site.
- Replies: 2
- Views: 9682
Re: Moving Mods to offical mod site.
I still check the forums mainly for mods, so it'd be nice to have some activity here regarding development. I don't want this thread to be completely ditched over the mod portal. Side note, what is the future of MoMods? I'm really curious because it was the first set of mods I ever downloaded back i...
- Wed Jul 06, 2016 6:06 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 99606
Re: Treefarm Download
So now that 0.13 is out, and mod threads have been deprecated in favor of the mod portal, Im not going to be updating this thread with the new releases any more. New releases will still be made to the GitHub page, and they will still be (mostly) uploaded to the mod portal site, but notifications wi...
- Tue Jun 28, 2016 6:08 am
- Forum: Mods
- Topic: [MOD 0.18] Robot Army. v0.4.4
- Replies: 708
- Views: 317010
Re: [MOD 0.13] Robot Army. 0.1.41 Released!
Shut the front door. Please elaborate on this? Can we now drop 100 battle droids without dropping the UPS? I'm super curious to know the extent of these performance improvements.kyranzor wrote:...with huge performance improvements as well.
- Sun Jun 26, 2016 11:00 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 132153
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
When 0.13 drops on Monday, what's going to happen with this mod? How long before this mod is compatible with the new trains?
- Sun Jun 26, 2016 6:07 am
- Forum: Mods
- Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
- Replies: 161
- Views: 138601
Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
The icons that someone made a couple pages back aren't in 0.7.17? Why is that?
- Sat Jun 25, 2016 8:34 pm
- Forum: Mods
- Topic: [MOD 0.15.3] Pollution Damage 0.0.3
- Replies: 10
- Views: 11197
Re: [MOD 0.12.35+] Pollution Damage 0.0.1
An interesting mod, but this would be the death of me. My highest pollution area is sitting around 7000.
- Thu Jun 23, 2016 8:54 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Initial Map Scan
- Replies: 33
- Views: 37485
Re: [MOD 0.12.11+] Initial Map Scan
This mod allows you to customize the radius that is scanned. I don't think it overwrites the base scan, but if you want to scan a larger area than vanilla, you can still do that.Klonan wrote:The base game now scans a large area around the player, so i feel like this mod is only marginally useful now
- Tue Jun 07, 2016 4:40 am
- Forum: MoMods
- Topic: (0.15.10) MoWeather 0.4.0
- Replies: 50
- Views: 56372
Re: (0.12.35) MoWeather 0.3.073
Honestly this is the change I appreciate the most, the weather changed ridiculously fast before.ludsoe wrote:BugFix 0.3.073 Released.
Lowered weather chances drastically, they are 1/10th of what they used to be.
- Tue Jun 07, 2016 4:22 am
- Forum: Mods
- Topic: [MOD 0.12.x] Wood Floor 0.1.0
- Replies: 7
- Views: 4581
Re: [MOD 0.12.x] Wood Floor 0.1.0
Holy crap! This is genius! Why has no one done this before? This mod coupled with TreeFarm? Yes please.
- Mon May 30, 2016 1:09 am
- Forum: Mods
- Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
- Replies: 160
- Views: 132153
Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
I think if colored pipes are implemented in this mod, they're going to follow the same color scheme as everything already present in the mod.steinio wrote:If the author decides to implement colored pipes, maybe he can orientate at better fluid colors?
- Sat May 28, 2016 5:03 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 209
- Views: 133746
Re: [MOD 0.12.X] Big Bags 1.0.8
binbinhfr wrote:Code: Select all
-- my_stack_offset = 100 -- multiply every stack size by 5 and add 100 --- my_stack_factor = 5
Oh! You have to have three dashes? Well, in that case, I can't code, and yes, it worked. Thanks.
- Sat May 28, 2016 9:05 am
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 209
- Views: 133746
Re: [MOD 0.12.X] Big Bags 1.0.8
Whenever I try changing the config to use the option that doesn't change stack sizes, i.e. my_stack_offset = 0 and my_stack_factor = 1, I get an error saying "data-final-fixes.lua.5: attempt to perform arithmetic on local 'factor' (a nil value)".
- Tue May 10, 2016 3:18 pm
- Forum: Mods
- Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
- Replies: 36
- Views: 34344
Re: [MOD 0.12.20+] Big Brother 0.2.0 - Radar & Surveillance
So with all the upgrades, the radar has an extra 27 sectors of range, and 675 kW of power consumption?
It might be nice to put the stats of a fully upgraded radar in the description somewhere, or at the very least, add some images to show what it looks like having all the upgrades.
It might be nice to put the stats of a fully upgraded radar in the description somewhere, or at the very least, add some images to show what it looks like having all the upgrades.
- Tue May 03, 2016 3:29 pm
- Forum: Mods
- Topic: Treefarm Download
- Replies: 117
- Views: 99606
Re: Treefarm Lite Version 0.3.7
Spelling fixes? Very nice. Keep the updates coming.Blu3wolf wrote:Treefarm Lite Version 0.3.7 can be now downloaded from Github here: https://github.com/Blu3wolf/Treefarm-Lite/releases
This version fixes a bug causing some treefarms to stop updating, as well as some minor spelling fixes.