Search found 306 matches
- Wed Mar 11, 2015 10:06 pm
- Forum: Mods
- Topic: [0.12.x] Mining Drill & Better ore storage - v1.0.3
- Replies: 48
- Views: 63167
Re: [MOD 0.11.x] Mining Drill & Better ore storage
Hi there TiTan! First off i wanted to say thank you for sharing this mod with us :) ! My users really enjoy using it! However I got a nice request a couple of days ago. Since there is quite a lot of mods out there. Could you add Mod support aswell? So we can use the modded ores to make stacks out of...
- Wed Mar 11, 2015 7:46 pm
- Forum: Mods
- Topic: [MOD 0.11.20] D.Y.S.T.O.P.I.A. v1.0.5 BETA [MP Compatible]
- Replies: 33
- Views: 43881
Re: [MOD 0.11.x] D.Y.S.T.O.P.I.A. v1.0.0 BETA [MP Compatible]
Oh jesus. This looks godly can i please add this mod to the modpack:D!? Yes... but this mod targeted at overhaul game balance, you need change all other modifications in the modpack or rebuild my mod... or you will get trash as a result. Made everthing work so far haha:p pretty sure i could pull it...
- Wed Mar 11, 2015 6:56 pm
- Forum: Mods
- Topic: [MOD 0.11.20] D.Y.S.T.O.P.I.A. v1.0.5 BETA [MP Compatible]
- Replies: 33
- Views: 43881
Re: [MOD 0.11.x] D.Y.S.T.O.P.I.A. v1.0.0 BETA [MP Compatible]
Oh jesus. This looks godly can i please add this mod to the modpack:D!?
- Mon Mar 09, 2015 2:20 pm
- Forum: Mods
- Topic: [MOD 0.11.x] Alien Temple
- Replies: 16
- Views: 18316
Re: [MOD 0.11.x] Alien Temple
Actually, the issue is that i'm a pirate(yeah, i know i should burn on an imperial stake and so on; my excuse is that i *really* don't have money) and can't yet update to 0.11.17(it takes 3-5 days to get to the wides of internet). I 'updated' the first time just by guesstimation. I put up the file ...
- Mon Mar 09, 2015 11:31 am
- Forum: Mods
- Topic: [MOD 0.11.x] Alien Temple
- Replies: 16
- Views: 18316
Re: [MOD 0.11.x] Alien Temple
You need to *add* max_distance_of_nearby_sector_revealed, not replace max_distance_of_sector_revealed. In other words, you need both max_distance_of_nearby_sector_revealed and max_distance_of_sector_revealed Ah right thank you :) Thought the author had fixed that issue. :P stupid me i overlooked it.
- Mon Mar 09, 2015 9:46 am
- Forum: Mods
- Topic: [MOD 0.11.x] Alien Temple
- Replies: 16
- Views: 18316
Re: [MOD 0.11.x] Alien Temple
After update to 11.17 game didn't want to launch at all throwing error about entity. I managed to compare new core files of radar, and there appeared new line max_distance_of_nearby_sector_revealed = 3, Which i copied to temple and it started to launch and work again. I guess they changed the line ...
- Mon Mar 09, 2015 9:33 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 124065
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
Ah yeh Indeed. However if i am right this is very complicated to do. And requires quite a decent bit of time. Also compabiltiy issues with other mods might occur!psorek wrote:Well, you lose some quite important features then; I thought of full compatibility
- Sat Mar 07, 2015 7:58 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 124065
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
It is already multiplayer compatible please do so by removing the control,luapsorek wrote:Would you try to make it multiplayer-compatibile?
- Wed Mar 04, 2015 1:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Item Collectors
- Replies: 36
- Views: 44616
Re: [MOD 0.11.x] Item Collectors
Awesome man! Putting it in the modpack if you dont mind Great work!
- Wed Mar 04, 2015 1:49 pm
- Forum: Mods
- Topic: [MOD 0.11.x]Quake 2 Weapons
- Replies: 7
- Views: 13093
Re: [MOD 0.11.x]Quake 2 Weapons
Love it! Maybe this will help my users help their (overgrowth problem) With alot of bugs accurring and being unable to do anything about it
Ill throw it in the modpack :p ! If you dont like me doing so please tell me so I can remove it !
Ill throw it in the modpack :p ! If you dont like me doing so please tell me so I can remove it !
- Sat Feb 28, 2015 10:24 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573664
Re: Yuoki Industries 0.2.24 (11.15)
here you go. Log files attatched.darkshadow1809 wrote:One of my users got this. hold up ill ask him for the log file.SuperSandro2000 wrote:What says the box? Post log file.
- Sat Feb 28, 2015 12:02 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573664
Re: Yuoki Industries 0.2.24 (11.15)
One of my users got this. hold up ill ask him for the log file.SuperSandro2000 wrote:What says the box? Post log file.
- Fri Feb 27, 2015 7:49 am
- Forum: Yuoki Industries
- Topic: Yuoki Industries - Informations, Suggestions, Questions
- Replies: 1195
- Views: 573664
Re: Yuoki Industries 0.2.24 (11.15)
When i build the compressor from Yuki and connect it with the electric manipulator we get this beautifull error here (Using my modpack)
- Fri Feb 27, 2015 3:15 am
- Forum: Mods
- Topic: [MOD 0.11.x] Alien Temple
- Replies: 16
- Views: 18316
Re: [MOD 0.11.x] Alien Temple
Thats a very nice but simple mod you have there! Mind if i throw it on the modpack:)?
- Thu Feb 26, 2015 7:26 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 175128
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
^ Seems Mopower causes this issue. Any fix available? Its when using my modpack.
would like to hear from you soon:)!
Thanks in advance.
would like to hear from you soon:)!
Thanks in advance.
- Wed Feb 25, 2015 3:25 pm
- Forum: MoMods
- Topic: MoMods: CoreMod Downloads
- Replies: 235
- Views: 175128
Re: [MOD 0.11.X] MoMods: MoWeather Fixes
Mocombat seems to have its rar corrupted Everytime I extract it. It will say its corrupt and just aborts operation. Other momods are fine
- Fri Feb 20, 2015 8:49 pm
- Forum: Mods
- Topic: [MOD WIP 0.6.x] Cobra Commander mod
- Replies: 49
- Views: 30671
Re: [MOD WIP 0.6.x] Cobra Commander mod
Would really like to see this one updated
Been missing some of that NPC action in bases. Feel so lonely when not in MP i want to wage war in numbers against these bugs!
Been missing some of that NPC action in bases. Feel so lonely when not in MP i want to wage war in numbers against these bugs!
- Wed Feb 18, 2015 11:40 pm
- Forum: Mods
- Topic: [0.11.18+] Hardcorio:SC2 FINALE, 20 chance to win, 1-7 June
- Replies: 170
- Views: 110969
Re: [0.11.x] Hardcorio:SC v.1.0.2 now unlocked!
Hi there, First off thanks for your great mod:) However I've got a small issue. Which seems to happen when one of your ships are getting attacked. Error while running the event handler: __hardcorio__/control.lua:347: bad argument #1 to 'random' (interval is empty) ^ Any fix to this? Your ships dont ...
- Sat Feb 14, 2015 4:32 pm
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 191105
Re: [MOD 0.11.5+] Cursed Exp - v0.1.11
sorry. yes i was using 0.1.8 now when i downloaded new 0.1.11 version and when i load the game i get this error the question is which log is this? i got loads of them and none of them look like error or crash log Sorry what? lol.. Never had that one before. Go ahead and do this. ^ Make sure you are...
- Sat Feb 14, 2015 4:30 pm
- Forum: Mods
- Topic: Cursed Exp - Main
- Replies: 348
- Views: 191105
Re: [MOD 0.11.5+] Cursed Exp - v0.1.11
Actually have to agree on this one:PDragonchampion wrote:Can I ask why you penalize the player first starting out? I find it odd that the axe is /so slow/, and upgrades hardly give any bonus at all. The axe is so slow you might as well get an iron one or something.