Search found 65 matches
- 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...
- 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...
- 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
~ML
- 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
~ML
- 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
~ML