Search found 255 matches
- Mon Jul 11, 2016 4:06 pm
- Forum: Releases
- Topic: Version 0.13.7
- Replies: 38
- Views: 26658
Re: Version 0.13.7
Minor Features Holding the "drop item" key will keep dropping items. Rocks can be mined while holding blueprints. Great! Why not everything else? It's really annoying to not be able to remove items that are in the way of blueprints. And rocks are marked for deconstruction when shift placi...
- Fri Jul 08, 2016 7:30 am
- Forum: Releases
- Topic: Version 0.13.6
- Replies: 55
- Views: 40570
Re: Version 0.13.6
If you adjust the settings you will get a playable map.
If you don't have enough of a resource turn it up.
If you have too many biters turn them down.
I have been finding stone and oil to be an issue on low settings. But raising the frequency works.
If you don't have enough of a resource turn it up.
If you have too many biters turn them down.
I have been finding stone and oil to be an issue on low settings. But raising the frequency works.
- Thu Jun 30, 2016 11:07 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 159823
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
BrilliantNarc wrote:Okay, folks, I have a version that appears to work,
- Wed Jun 29, 2016 10:29 pm
- Forum: Releases
- Topic: Version 0.13.0
- Replies: 213
- Views: 194451
Re: Version 0.13.0
Maybe you should have mentioned in the release notes that victory poles no longer work, so if you want to be sure of a biter free area you must make sure that there are no biter bases for at least 7 chunks around that area. This was a bit of a shock, and at first I thought it was a bug - until I che...
- Wed Jun 29, 2016 4:29 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 137237
Re: [MOD 0.12.11+] Blueprint String
That was fast workDaveMcW wrote:0.13 version is available here.
So now we will see if my collection of 0.12 blueprints works in 0.13
- Wed Jun 29, 2016 2:11 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 159823
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
OK I've forked your Mod to my GitHub account. Will take a look this weekend.Narc wrote: Do feel free to take a look -- the more, the merrier: https://github.com/narc0tiq/evoGUI/pull/63
Should you want to see how I'm doing you can check it here......
https://github.com/ChurchOrganist/evoGUI/
- Wed Jun 29, 2016 10:13 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 137237
Re: [MOD 0.12.11+] Blueprint String
Edit: nvm, I get some Errors, when trying to import blueprint strings, but I cant figure out, why that is. Dave has to fix it himself, I guess. Sorry :/ Yup - there are a lot of changes in modding structure with 0.13 which means that calls to certain data structures now will not work. Even establis...
- Wed Jun 29, 2016 10:06 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 159823
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Are there any plans to update this to be useable in 0.13?? Yup, absolutely, but my time is limited at the moment. Thankfully, I have some help (from Afforess and sparr), but I think their available time is also quite low. It's not going to be a simple search-and-replace, that's for sure. Well I hav...
- Tue Jun 28, 2016 1:23 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Blueprint String
- Replies: 131
- Views: 137237
Re: [MOD 0.12.11+] Blueprint String
Will you be upgrading this to be compatible with 0.13??
- Tue Jun 28, 2016 11:07 am
- Forum: Mods
- Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
- Replies: 177
- Views: 159823
Re: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Are there any plans to update this to be useable in 0.13??
- Tue Jun 21, 2016 8:19 am
- Forum: Show your Creations
- Topic: fairly new, need advice
- Replies: 11
- Views: 4478
Re: fairly new, need advice
im trying to get production ready to set up elec. furnaces to eliminate most of my coal dependency and free up space, then ill be cranking steel for ap rounds I usually wait until I have a lot of solar panels going before I switch to electric furnaces as they're very power hungry. I also wait till ...
- Sun Jun 19, 2016 11:50 am
- Forum: Gameplay Help
- Topic: Smelter assistance
- Replies: 12
- Views: 12556
Re: Smelter assistance
In my current factory I have opted for bot driven smelting plants http://www.organspider.me.uk/picture_library/ElectricFurnace.PNG Stamping down this block of 8 four times is capable of a little over 1k iron plates per minute once you have all bot upgrades researched. I opted for a bot system becaus...
- Sat Jun 18, 2016 8:13 am
- Forum: News
- Topic: Friday Facts #143 - Nat Punching Again
- Replies: 114
- Views: 49902
Re: Friday Facts #143 - Nat Punching Again
Ewww.. should have knew they would do like every shit developer and release this at the last possible day of the month they say they will release it.. Well now at least we have a date so I don't have to come here everyday to be disappointed again. Speaking as a member of an Open Source music applic...
- Tue Jun 07, 2016 8:27 am
- Forum: News
- Topic: Friday Facts #141 - Mod Portal
- Replies: 190
- Views: 80339
Re: Friday Facts #141 - Mod Portal
While we're on the subject of trains..... I've just built my first train served iron outpost. Took me a little while to figure out the signalling so I could have a PAX train as well, but I got there :) I do find it a little odd though, that a rail wagon has fewer cargo slots than the car: It woul be...
- Sat May 28, 2016 7:30 pm
- Forum: News
- Topic: Friday Facts #140 - Soon
- Replies: 144
- Views: 62397
Re: Friday Facts #140 - Soon
Awesome stuff.
Can't wait for the new circuit/logisitics stuff.
Maybe I will be able to create that beltless, on demand mining area I've been hankering after
Can't wait for the new circuit/logisitics stuff.
Maybe I will be able to create that beltless, on demand mining area I've been hankering after