Search found 358 matches

by Philip017
Wed Oct 12, 2016 11:37 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 431395

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

ok ive had my fun, but would like to add another mod, that is conflicting with NE-Enemies mod, but tring to toggle NE-Enemies mod causes game crash on loading of save file? not sure this is your fault, but not sure where to post information about this error...

attached is log file, hope this helps.
by Philip017
Wed Oct 12, 2016 11:16 pm
Forum: Mods
Topic: [MOD 0.12.12+] Research queue 1.2.6
Replies: 194
Views: 121647

Re: [MOD 0.12.12+] Research queue 1.2.6

RE: v1.4.1

combining NE (Natural Evolution) mods with this gives error when clicking RQ button
by Philip017
Wed Oct 12, 2016 9:45 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 431395

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

removing those lines disables the visual (and a small amount of added dmg) however the bulk of the dmg done can be adjusted in the lines following, but ill leave that alone, thanks for the tip however :D ive gotten used to keeping clear of those large spawns, and have added me another mod, the ion c...
by Philip017
Mon Oct 10, 2016 11:13 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 97230

Re: [MOD 0.14] Satellite Uplink Station 1.0.2

i just ran across this mod and combining it with the ion cannon mod, feels like a nicely over powered toy, lol this is definitely an after end game (as current) weapon, now we just need more "goals" for after end game but noticing that i am "picking up" alien artifacts while link...
by Philip017
Mon Oct 10, 2016 7:23 pm
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 42518

Re: [MOD 0.14.2] Electric vehicles

RE: speed of electric car and tank, i have found that the car and tank, especially compared to using exoskeletons, to be quite slow, i have tried to add exoskeletons to my tank and found that it makes it turn faster, but not move faster. can anyone give me a tip on how to change this function so i c...
by Philip017
Mon Oct 10, 2016 5:03 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 112102

Re: [0.14] Reactors

well, yah, if you have the setup first then the reactor will heat up and can produce more power than it can sustain. This setup seems to reach equilibrium at 29.3 though: http://imgur.com/a/jUBlw I think the difference here is I manged to get 426 units of water in the reactor, rather than 421. i go...
by Philip017
Sat Oct 08, 2016 7:18 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 431395

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

hi first off great mod(collection) but the enemy changes make it much more interesting - i haven't found a use for the pets (yet)... but i have a question regarding the config is there anyway to disable the green spiral of death spitters throw at me? when hit by multiple of them at the same time its...
by Philip017
Fri Oct 07, 2016 10:22 pm
Forum: Mods
Topic: [MOD 0.14.x] Survival Mode
Replies: 1
Views: 1581

Re: [MOD 0.14.x] Survival Mode

i tried this mod out on an existing map and it doesn't work, perhaps this is intended? but thought i would submit this feedback.
by Philip017
Fri Oct 07, 2016 8:28 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 112102

Re: [0.14] Reactors

Ah nice. Yah if you stuff the reactor with water using express pumps rather than underfilling it, you can get more production. I manged to get 29.2 MW with 4 express pumps. Recalculation fixes it for this scenario as well. i got 29.2MW for a short period until the reactor temp dropped below 100, it...
by Philip017
Fri Oct 07, 2016 8:24 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29798

Re: [MOD 0.14.2] Wireless Charging

i am not sure if this would work, or even if you could do it, but i have seen mods that allow overlap between tiles like power poles where it covers an area larger than the pole it's self not sure if it is possible to allow the induction area to cover 4 tiles though the track it self only consumes 2...
by Philip017
Fri Oct 07, 2016 4:36 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 112102

Re: [0.14] Reactors

thought i would share something interesting i discovered playing with your reactors mod, with just your turbines it can output 25.5MW at full power and still have some headroom, so i decided to experiment... my max output i could achieve was 28.9MW, admitably not at full temp, it ran for a short per...
by Philip017
Thu Oct 06, 2016 6:30 pm
Forum: Mods
Topic: [mod 0.12.20] Transformer
Replies: 11
Views: 12488

Re: [mod 0.12.20] Transformer

hello, i downloaded this off the mod portal (v0.0.4) thinking, oh cool, this looks like a neat thing, but looking at how it seems to be working in game the transformer is drinking a continuous amount of power :? example right now i am using the small version that has 1mw draw, this draw is continuou...
by Philip017
Wed Oct 05, 2016 11:54 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 112102

Re: [0.14] Reactors

i have been running this mod a few days and it took me several hours to get it figured out how to run it and keep it running and i enjoyed the challenge, i did not build it like you did, but i absolutely had to get your flow control mod, i suggest that you make it a dependency a friend of mine also ...
by Philip017
Mon Oct 03, 2016 1:38 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 211675

Re: [MOD 0.14] Upgrade planner - v1.2.7

Thankyou that one works perfectly! :)
by Philip017
Sun Oct 02, 2016 1:08 pm
Forum: Ideas and Suggestions
Topic: craft this next mod?
Replies: 5
Views: 2603

Re: craft this next mod?

thanks for your suggestions silk i have played now about 6 games all the way through, and over 600 hours, i am now modding my game to suite my play style and to try new things, i thought someone might have made a mod that would do this one thing. i don't usually have anything in my que that long as ...
by Philip017
Sat Oct 01, 2016 11:23 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29798

Re: [MOD 0.14.2] Wireless Charging

Are you sure it didn't charge at all or just very slowly? How fast charging can be is determined by the lowest rate of the participants, so a high power station requires a high power coil to reach maximum transfer rate. i have hp coil in armor and hp floor station, when train is charging the out of...
by Philip017
Sat Oct 01, 2016 9:52 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29798

Re: [MOD 0.14.2] Wireless Charging

hello, im trying to use your latest version 3.3 and put it in my power armor and it does nothing? bug maybe? You have to wear the armor and be standing on a charging station/rail. i build hp floor charging station, insured it was plugged in, had the power armor on, even removed it and put it back o...
by Philip017
Sat Oct 01, 2016 9:10 pm
Forum: Ideas and Suggestions
Topic: craft this next mod?
Replies: 5
Views: 2603

Re: craft this next mod?

i tried handyhands, but it adds things to the que, but does not pause current item or insert into next item to craft, if i want my item to craft next i have to cancel items that are already in the que to get it to craft next. --- ok i have read lots of the links that silk provided and even though it...
by Philip017
Fri Sep 30, 2016 7:33 pm
Forum: Ideas and Suggestions
Topic: craft this next mod?
Replies: 5
Views: 2603

craft this next mod?

i have looked over several mods, perhaps i am missing it, but i sometimes have a very long que of things i want to craft and find myself wanting to pause that for a second and make this next, usually i have to cancel all my que, make my item and then restart the que is there any mod that can do this...
by Philip017
Wed Sep 28, 2016 2:55 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 29798

Re: [MOD 0.14.2] Wireless Charging

hello, im trying to use your latest version 3.3 and put it in my power armor and it does nothing? bug maybe? i tried the LP in my train and was like ??? what why isnt it charging, but 500kw of power is just too little, switching the HP version helped, but it might as well be a 4x4 as it will eat wha...

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