Search found 124 matches

by XyLe
Mon Mar 30, 2015 7:17 pm
Forum: Mods
Topic: [0.12.x] Mining Drill & Better ore storage - v1.0.3
Replies: 48
Views: 62892

Re: [0.11.x] Mining Drill & Better ore storage - v1.0.3

I totally forgot about the high stack count, in the next version i will set it to 15. //I would like to see 20 for copper and iron plates, and 10 for other things like ore, stone and coal. As different as their stacks are. Makes sense to me. Actually, i've reconsidered that idea. Even though a plat...
by XyLe
Mon Mar 30, 2015 2:36 am
Forum: Mods
Topic: [0.12.x] Mining Drill & Better ore storage - v1.0.3
Replies: 48
Views: 62892

Re: [0.11.x] Mining Drill & Better ore storage - v1.0.3

Last changes made this mod MUCH MUCH better! Now i can tell how well this is done, finally it does not feel completely ridiculous to carry 40k of each resource on you and craft with it all you want. Still though, come on, how can you carry that many boxes in 1 tile of your inventory with 100 plates ...
by XyLe
Mon Mar 30, 2015 1:32 am
Forum: Mods
Topic: [0.11.19] Bulldozer MOD
Replies: 36
Views: 33057

Re: [0.11.19] Bulldozer MOD

Pretty cool idea )) thumbs up!
by XyLe
Sun Mar 29, 2015 6:53 pm
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48944

Re: [MOD 0.11.6] Compact Power

i've given this mod some more thinking and i must say that i'm not entirely happy with how it's balanced.

I'd like to make a different version of the mod , or maybe i'll have to come up with a whole new mod, would it be okay if i took some of you code? it's pretty cool written :)
by XyLe
Sun Mar 29, 2015 4:07 pm
Forum: Mods
Topic: [MOD 0.11.21] Upgraded Accumulators/Stuff
Replies: 6
Views: 13475

Re: [MOD 0.11.16] Upgraded Accumulators

This mod is really cool, i dont know why there's nothing going on in this thread. It's super weird. Although i would like to make some changes to the mod, if the author doesn't mind.. Can i please use the code you wrote to make a differently balanced version of this mod? What should i do then: post ...
by XyLe
Sun Mar 29, 2015 1:49 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 198812

Re: [MOD 0.11.x] 5dim's mod [+2.500 downloads. Thanks you all]

Hey, good mod! i can't say i liked everything about it, but the only really annoying thing is that you can't use robots to deconstruct and put down floors. Is that even possible to implement?
by XyLe
Sun Mar 29, 2015 1:37 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 158566

Re: [0.11.11+] FARL 0.2.7 (Rail Layer)

epic picture :D thumbs up

finally rename the mod to something like "Fully Automatic Railway Tamping machine".. farl is a very awkward name to pronounce
by XyLe
Fri Mar 27, 2015 12:20 am
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 331107

Re: [MOD 0.11.13+] Treefarm REDUX

What do you need resin for? why do you think treefarm should give you resin?
by XyLe
Thu Mar 26, 2015 12:33 am
Forum: Show your Creations
Topic: Smart Furnace whitout robots
Replies: 15
Views: 15973

Re: Smart Furnace whitout robots

I don't understand the point of this. Looks extremely inefficient. And kind of expensive too...
by XyLe
Wed Mar 25, 2015 3:11 pm
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48944

Re: [MOD 0.11.6] Compact Power

Hey, great mod! Is new version coming at some point? Upgrading accumulators would be pretty essential too :)

regarding balance - i think everything is fine, 13 panels for a better panel works great ))

Thank you for your awesome work!
by XyLe
Sat Mar 21, 2015 9:34 pm
Forum: Multiplayer
Topic: Searching for EU players to play Bob's mod + scalar
Replies: 3
Views: 6492

Re: Searching for EU players to play Bob's mod + scalar

cpy is a very funny nickname
by XyLe
Sat Mar 21, 2015 8:00 pm
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21646

Re: [MOD 0.11.19+] Increments

I think treefarm had no problems with saved games. But i'm not 100% sure, it was a while ago.
by XyLe
Sat Mar 21, 2015 6:54 pm
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21646

Re: [MOD 0.11.19+] Increments

thank you very much :)
by XyLe
Sat Mar 21, 2015 6:39 pm
Forum: Mods
Topic: [MOD 0.11.19+] Increments
Replies: 32
Views: 21646

Re: [MOD 0.11.19+] Increments

I've just updated the mod, awesome work, thanks !! one problem though - with my save not everything is fine, e.g. there is day/night cycle but there's no technology for night vision or lights, also i don't see any gui for activating handcrafting. please tell me what i have to do to have full functio...
by XyLe
Fri Mar 20, 2015 9:12 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322928

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

Looks great, and I'm really gonna use the *** out of it :D Anyway, I have noticed that there isn't a mention of splitters in the flowchart. Wouldn't it be usefull to know where to split the line when it goes to 3 or more destinations? Some destinations would require more/faster of an item that othe...
by XyLe
Thu Mar 19, 2015 8:26 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322928

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

P.S. optimization tool is telling me right now that for 4k ore/min i'd need 266 drills with no modules, which is obviously wrong, because 4000/31.5 ~ 127.
by XyLe
Thu Mar 19, 2015 8:19 pm
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 322928

Re: Foreman - A factory optimisation tool. Now 11.X compatible!

i'm sorry I couldn't understand the previous post. But the wiki article is correct. I don't know what it is you're missing guys, and i don't know who has made mistakes in their formulas, but on the wiki it's 100% correct and if you apply the formula to the electric mining drill you're gonna get 31,5...
by XyLe
Thu Mar 19, 2015 7:24 am
Forum: Mods
Topic: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)
Replies: 24
Views: 28209

Re: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)

Depending on the level, the evolution factor will be reduced (but no lower than 0.10). Level 1: Reduces by .001 Level 2: Reduces by .0015 Level 3: Reduces by .0025 This way, potentially, you aren't always stuck at the highest level of evolution forever. I'm interested in how this idea works. it wou...
by XyLe
Wed Mar 18, 2015 8:13 pm
Forum: Mods
Topic: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)
Replies: 24
Views: 28209

Re: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)

MP compatible. Saved games will probably work, i don't see why not. Although i can't be sure, never tried it on saved games myself.
by XyLe
Wed Mar 18, 2015 5:19 pm
Forum: Mods
Topic: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)
Replies: 24
Views: 28209

Re: [0.11.x](1.1.0) Dynamic Expansion (Feel the wrath!)

Ye i'm playing 11.18, almost got reckt today :) evo factor was about 0.6, even without big biters the attacks just started to get so much bigger

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