Search found 247 matches

by Takezu
Sat Jun 13, 2015 9:33 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Railway crossing with gates
Replies: 7
Views: 8374

[Request] Railway crossing with gates

SO i din't searched extensivly, if it's a double Sorry. Got run over by my trains again ... third time today. Dosen'T helped much that the signals swiched as i was crossing the tracks. I'd wish for a Railway crossing with automatic gates that would close as soon as a train enters the block one or tw...
by Takezu
Sat Jun 13, 2015 9:22 pm
Forum: Mods
Topic: [WIP]crude oil proccesing[0.0.2]
Replies: 8
Views: 10088

Re: [WIP]crude oil proccesing[0.0.1]

Nice idea, but one minor, i'd make the recipe in the Chemplant, would fit more with the other cracking recipes.
by Takezu
Sat Jun 13, 2015 8:42 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100649

Re: [UPDATED] Introducing NARMod 3.4

I couldn't make out any deposit of ores on your screen. Your Zoom is too low. But if i look at my maps, thats RSO in a nut shell. Current map of mine, i'Ve almost no Bauxite whatsoever but could burry you in Tungsten (Bob ores map). If i'd have to guess it's bad RNG. I don'T know all the details, bu...
by Takezu
Sat Jun 13, 2015 8:29 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177937

Re: Resource Spawner Overhaul - Discussion thread

Well ... i've laid a short while ago 10 stacks of tracks to get nickel. Define me the realistic used ranges ;). I've had maps with more then 2k rails straight of in one direction to the horizon, because i needet to. Wouldent it be better to make it both flat out. I mean, firstly apply the Size/richn...
by Takezu
Sat Jun 13, 2015 3:32 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177937

Re: Resource Spawner Overhaul - Discussion thread

if thats the exponentioal factor, it skyrocktes like the first time. I don't know the math behind the ore/oil placing but i do know how exponential curves look, up up and away ^^. 0.1 changes are a lot in something like this, maybe not on the first glance but the do. Maybe the idea of going 0.01 isn...
by Takezu
Sat Jun 13, 2015 2:59 pm
Forum: Ideas and Suggestions
Topic: radar and map/minimap tweaks
Replies: 3
Views: 1330

Re: radar and map/minimap tweaks

At this moment radar feels a bit.. how to put it... unnecessary, weak. It's relatively expensive in terms of power consumption and all it does is reveal map at a veeeery slow rate. Basically I could do it myself and it would take 0kW and few minutes of running which is rly not a big deal. You miss ...
by Takezu
Fri Jun 12, 2015 11:52 pm
Forum: Ideas and Suggestions
Topic: Diesel. Liquid fuel instead of solid fuel
Replies: 50
Views: 15725

Re: Diesel. Liquid fuel instead of solid fuel

The water isn't processed. It gets only passed the energy value of the fuel (MJ) which itself is stored as heat, and passes it on to the boiler which converts it over in Watts (J/s) its only a transfer nothing more. the loosing of water is more gamplay feature, technically you would get the water ba...
by Takezu
Fri Jun 12, 2015 11:36 pm
Forum: Questions, reviews and ratings
Topic: Ideas & Suggestions
Replies: 56
Views: 36472

Re: Ideas & Suggestions

As i said, set up a second requester chest for wood. And as Degrain set let the other chest request less. Bots CAN'T take items out of Requester chests. So every wood that goes into them stays in them. When i go logistics i setup a little place in my base with a couple of requester chests to hold ev...
by Takezu
Fri Jun 12, 2015 6:49 pm
Forum: Ideas and Suggestions
Topic: Diesel. Liquid fuel instead of solid fuel
Replies: 50
Views: 15725

Re: Diesel. Liquid fuel instead of solid fuel

Well okay i guess i've a lot to learn regarding some mechanics. But that aside, are we talking about liquid fuel, or an alternativ liquid medium. As it stands for the usage in Steamengines, water is only the medium that carrys the energie of the fuel stored as heat on to the engine. That isn't actin...
by Takezu
Fri Jun 12, 2015 6:18 pm
Forum: Ideas and Suggestions
Topic: An Additional Statistic Needed
Replies: 5
Views: 2848

Re: An Additional Statistic Needed

Well maybe a bit of, but i would found it helpfuller if you could search for a specific product and see how much you produce. Maybe helpfuller then a theroetical asumption about what i could do. Especially with mods you have so much intermediates that i find myself most times only estimating how muc...
by Takezu
Fri Jun 12, 2015 5:28 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177937

Re: Resource Spawner Overhaul - Discussion thread

orzelek it was from every ressource a bit. the 40K one was nickel. A pacht barly big enough to fit 3 miners but a sh.. ton of ore in it. Oil well is my record 9,5K Yield. i think i get whats going on. Your Size to richness multiplier seems to work like intendet, but with unintendet consequences. I'V...
by Takezu
Fri Jun 12, 2015 12:51 pm
Forum: Ideas and Suggestions
Topic: Diesel. Liquid fuel instead of solid fuel
Replies: 50
Views: 15725

Re: Diesel. Liquid fuel instead of solid fuel

1. There is currently no mechanic to use a liquid as a fuel, it has to be an item But this is false. Steam boilers use water as fuel all the time. The burning yield and engine output are based on the water's "temperature", which is "processed" by burning the water. Afaik Steambo...
by Takezu
Fri Jun 12, 2015 9:27 am
Forum: Bob's mods
Topic: Bob's Mods Additions
Replies: 10
Views: 14758

Re: Bob's Mods Additions

I find myself often using ofshoredump and voidchest. Ecxess handeling can be a pain in the... Something like that whatever it is even if it creats 100000 pollution would be nice to have. Can you describe offshoredump? I do not like the concept of Void Chests, perhaps I could make an Incinerator tha...
by Takezu
Fri Jun 12, 2015 9:18 am
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177937

Re: Resource Spawner Overhaul - Discussion thread

Thats the multiplier, seems it doesn't work quit as intendet. If i take oil as reference insteadt of two times if got ten times richness. size was almost as comically.
by Takezu
Thu Jun 11, 2015 10:29 pm
Forum: Ideas and Requests For Mods
Topic: Mod Request, Thin Belts & Belt Scaffolds.
Replies: 8
Views: 12305

Re: Mod Request, Thin Belts & Belt Scaffolds.

Oh thank you very much thats nifty and handy.
And it eliminates the speedlimiting by the smarts.

Only real drawback is the space requierment but thats plannable.
by Takezu
Thu Jun 11, 2015 10:22 pm
Forum: Ideas and Requests For Mods
Topic: Mod Request, Thin Belts & Belt Scaffolds.
Replies: 8
Views: 12305

Re: Mod Request, Thin Belts & Belt Scaffolds.

The only real way to seperate 2 things from one belt is afaik setting up a couple of smart inserters and sort that wat you want out or that what you don't want into a chest.
Most times im going the first route, sorting that wat i need elswhere onto another belt.
by Takezu
Thu Jun 11, 2015 9:45 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177937

Re: Resource Spawner Overhaul - Discussion thread

Okay then i'll check that. Meanwhile i've made a new map and holy crap thats a sh... ton of oil. I suspect you didn't intend oilwells with up to 3000% Yield? Seems there yield is multiplied at least by 10. and there are too many i mean really many found 3 - 5 fields with 5 - 9 wells in 1024/1024 aro...
by Takezu
Thu Jun 11, 2015 9:05 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177937

Re: Resource Spawner Overhaul - Discussion thread

Well bit advancend map for that kind of gamble. Have got Eletronics T2 and Blue since up and running and all relys heavyli on trains. Almost everything except copper comes per cargo. Would be a pain. But when i don'T regen there should be no difference whatsoever in the generatet portion of the map?...
by Takezu
Thu Jun 11, 2015 8:47 pm
Forum: Resource Spawner Overhaul
Topic: Resource Spawner Overhaul - Old discussion thread
Replies: 182
Views: 177937

Re: Resource Spawner Overhaul - Discussion thread

What kind of feedback are you looking for precisly? Could go one and start a few test maps with Dytech Bobs and Vanilla if it helps? i'm atm on the previous version, startet my Bob's on it and haven'T updated. When i would updated the current map to 1.1 and call a regenerate, do you have any clue wh...
by Takezu
Thu Jun 11, 2015 8:35 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 100649

Re: [UPDATED] Introducing NARMod 3.4

Only an idea but, what about removing the timeevolution and decreasing the pollution evolution drastically, but in return increasing the evolutionfactor for destroyed spawners. Something similar what the (i think it's called) no evolution mod does. That way you'd have to only deal with small biters ...

Go to advanced search