Search found 255 matches

by ChurchOrganist
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...
by ChurchOrganist
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.
by ChurchOrganist
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

Narc wrote:Okay, folks, I have a version that appears to work,
Brilliant :)
by ChurchOrganist
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...
by ChurchOrganist
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

DaveMcW wrote:0.13 version is available here.
That was fast work :)

So now we will see if my collection of 0.12 blueprints works in 0.13 :)
by ChurchOrganist
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

Narc wrote: Do feel free to take a look -- the more, the merrier: https://github.com/narc0tiq/evoGUI/pull/63
OK I've forked your Mod to my GitHub account. Will take a look this weekend.

Should you want to see how I'm doing you can check it here......
https://github.com/ChurchOrganist/evoGUI/
by ChurchOrganist
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...
by ChurchOrganist
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...
by ChurchOrganist
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??
by ChurchOrganist
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??
by ChurchOrganist
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 ...
by ChurchOrganist
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...
by ChurchOrganist
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...
by ChurchOrganist
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...
by ChurchOrganist
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 :)

Go to advanced search