Search found 202 matches

by Blu3wolf
Mon Jul 27, 2015 11:47 am
Forum: Mods
Topic: [MOD 0.11.7] Offshore Dump (1.0.1)
Replies: 19
Views: 25389

Re: [MOD 0.11.7] Offshore Dump (1.0.1)

maybe not a need, but it gives the player an option which is meaningful, which they did not have before installing the mod. That makes it a good one, IMO.

Its also a great way to get rid of for example red mud from NARMod.
by Blu3wolf
Mon Jul 27, 2015 8:07 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

In relation to my Lets play of Narmod. I have just reached the t2 sience packs. And my factory is fugly. Am very happy of the complexity of the mod. though it have taken me some time to find out the different things. How is it going with the "Tech tree" for the mod? If you supply me all t...
by Blu3wolf
Fri Jul 24, 2015 4:49 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

On the one hand, I have 0.12 now... but I cant play with NARMod on 0.12. I could download 0.11 again, but then I wouldnt be able to use all the cool new stuff in 0.12.

Pining for 4.1 NARMod release... :/
by Blu3wolf
Fri Jul 24, 2015 3:51 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 125071

Re: [MOD 0.12] Colored Trains

OBAMA MCLAMA wrote:THATS A .. A MIGHTY FINE RARE PAX TRAIN!
Blue TF is best TF
by Blu3wolf
Wed Jul 22, 2015 3:39 am
Forum: Mods
Topic: [MOD 0.12.11+] EvoGUI (Evolution Factor Indicator) v0.4.16
Replies: 177
Views: 161166

Re: [MOD 0.12.x] Evolution Factor Indicator

its under the MIT license, so as long as you keep the MIT license attached to that mod, the author of the mod lacks the right to prevent you from distributing it. On the other hand, unless the license is changed for a future version by the mod author, you also cannot legally distribute the mod witho...
by Blu3wolf
Tue Jul 21, 2015 5:50 am
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 458
Views: 278928

Re: Just bought the game; What were Your first impressions?

Been playing the game for a few months, gotten a few other people hooked into it. Bought it today, and looking forwards to messing with v0.12! FIrst impressions after buying it were that the store page assumes all dollars equal (not true!!!). First impressions after playing it were roughly "why...
by Blu3wolf
Tue Jul 21, 2015 4:19 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

So Im curious how much work it will be to make this work with 0.12? Really cant wait, messing around with the WIP 4.0 NARMod release has been amazing.
by Blu3wolf
Fri Jul 17, 2015 2:52 pm
Forum: General discussion
Topic: Who is back for .12 !
Replies: 22
Views: 13583

Re: Who is back for .12 !

A little over an hour until saturday.... Guess its been delayed?
by Blu3wolf
Fri Jun 26, 2015 7:02 am
Forum: Ideas and Suggestions
Topic: Modules for Radars
Replies: 10
Views: 4316

Modules for Radars

Changed title -- silk Hey all. Why dont we add module slots to radars? Speed up their scanning at a cost of higher energy usage, or slow it down with the perk of decreased power usage. Alternately, something along the lines of the productivity module could perhaps increase their max scanning range ...
by Blu3wolf
Fri Jun 26, 2015 5:54 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

What are the thoughts on making it possible to forge low quality copper plates from molten copper, skipping the electrolyzer? similarly, the option to forge iron plates from molten iron, skipping the oxygen? EDIT: and does the electric furnace have a purpose other than making solder? EDIT2: Starting...
by Blu3wolf
Thu Jun 25, 2015 4:06 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

Also thought Id just chime in and say how fun this mod is! Im really enjoying having to puzzle out new ways of doing things.
by Blu3wolf
Thu Jun 25, 2015 3:42 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

The cokery can be rotated, but it uses the same graphic regardless of its orientation. The graphic does not rotate either, leading to overlapping graphics.
by Blu3wolf
Thu Jun 25, 2015 2:38 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

The tin plate recipe is buggy (it can't be made in the forge like is probably intended, and I suspect the ingredients are wrong). Yes, I noticed the same thing. Here's how I fixed it. First, I extracted the mod from its zip file, then edited prototypes/metallurgy.lua to change the forge-tin recipe ...
by Blu3wolf
Thu Jun 25, 2015 2:29 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

so how come the enabled flag is still false? Is that for something different? This is a prototype for the recipe; it represents the state of the recipe at the beginning of a new game. Setting enabled to true here would thus make the recipe start out enabled, even before you had a crusher to use it ...
by Blu3wolf
Thu Jun 25, 2015 12:20 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

Dont know if I can make those yet. I dont have any level 2 science packs yet you see... and I dont think they can be made without tin (and I still havent worked out how to enable the tin recipe). How can I make the directions I gave clearer? { type = "recipe", name = "forge-tin"...
by Blu3wolf
Wed Jun 24, 2015 4:49 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

Dont know if I can make those yet. I dont have any level 2 science packs yet you see... and I dont think they can be made without tin (and I still havent worked out how to enable the tin recipe). How can I make the directions I gave clearer? They are likely clear enough. I should probably clarify t...
by Blu3wolf
Tue Jun 23, 2015 3:12 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

Blu3wolf - Look into making Advanced Rifle Magazines. They do more damage than the regular ones, and will consume high quality copper in the process rather than low. Dont know if I can make those yet. I dont have any level 2 science packs yet you see... and I dont think they can be made without tin...
by Blu3wolf
Tue Jun 23, 2015 9:03 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

I was pointing out that the molten iron still needed extra steps to become "high quality", and so his comment didn't really provide a good explanation of what would happen if you were allowed to cool the molten steel material down directly into plates. True enough :) I merely meant that t...
by Blu3wolf
Mon Jun 22, 2015 5:39 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

+1 to Blu3wolf, this is a game play issue as well... But It doesn't even matter anyway, as damienreave explained, O2 is required with molten iron to reduce the carbon content of the metal to make steel. Thus: Forge(Molten Iron + O2) = Steel Forge(Molten Iron) = Iron Hmm. Ill try that, but I couldnt...
by Blu3wolf
Mon Jun 22, 2015 3:06 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100620

Re: [UPDATED] Introducing NARMod 3.4

Can we no long make iron-plates without a fuel burning furnace? If the electric furnace will not be meant for that anymore... I also have molten iron that I can only turn to steel and not iron plates? Im also currently hoping there is a way to make iron plates using a forge. For historical reasons ...

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