Search found 65 matches

by MagicLegend
Wed Feb 18, 2015 6:44 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Electrical networks
Replies: 7
Views: 6117

Re: [Request] Electrical networks

I think it can't be possible for now, only can use entity.neighbours and this only shows copper wire connections. But with this, all logistic stuff are useless, for this needs new wires and you haven't the limiter of networks. Why would logistics be useless? I'm trying to figure out a way myself to...
by MagicLegend
Mon Feb 16, 2015 6:55 pm
Forum: Won't implement
Topic: Reload mod(s)
Replies: 12
Views: 12193

Re: Reload mod(s)

But it would be superduper useful for every modder. Having to restart the game every time you redone the shadows of your object is a real nuisance...
by MagicLegend
Sat Feb 14, 2015 11:56 am
Forum: Ideas and Requests For Mods
Topic: [Request] Pole Transformers
Replies: 4
Views: 3729

Re: [Request] Pole Transformers

I am figuring out a few idea's to rewrite the power system in the game, with adding some new poles which can hold more cables at once and adding different cables and such. I'll definitely work this idea out, adding some form of upgrade-ability to the powerpoles.

~ML
by MagicLegend
Fri Feb 13, 2015 7:21 pm
Forum: Ideas and Requests For Mods
Topic: voltage transformer & amps | item bridges
Replies: 3
Views: 4112

Re: voltage transformer & amps | item bridges

I was thinking about the same ideas, and i'll have a look at how it could be implemented in the near future! I really like the idea of having different powerlevels, and blowing stuff up with too high powerlevels.

~ML
by MagicLegend
Fri Jan 23, 2015 11:34 am
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 76857

Re: [MOD 0.11.13] Cartmen's Complete Overhaul [ALPHA v0.1.0]

So, i was bored on school and i made the dutch translation for this mod. If you want you can use it. It's (ofcourse) not 100% perfect and accurate, but it does the job. Just remove the .zip and it works.

~ML

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