or isnt it possible at this point?
if so, ill drop it for now, shame tho. Its a fun idea. Really hoping to see it come to life
Search found 441 matches
- Wed Oct 23, 2013 1:54 pm
- Forum: Modding help
- Topic: Expected to close with attack paramaters
- Replies: 7
- Views: 3835
- Wed Oct 23, 2013 12:34 pm
- Forum: Modding help
- Topic: Expected to close with attack paramaters
- Replies: 7
- Views: 3835
Expected to close with attack paramaters
i am trying to make an armored turret car,
every syntax is correct to my knowledge. but maybe you guys can find the problem?
every syntax is correct to my knowledge. but maybe you guys can find the problem?
- Wed Oct 23, 2013 9:08 am
- Forum: Gameplay Help
- Topic: Limit production with Logistics system?
- Replies: 13
- Views: 20410
Re: Limit production with Logistics system?
Yay, been waiting a long time (2 weeks ) for this. Its tedious to wire 200+ storage chests to poles.
- Tue Oct 22, 2013 10:57 pm
- Forum: Mods
- Topic: [MOD WIP 0.6.X] TroZ Mod
- Replies: 14
- Views: 15503
Re: [MOD WIP 0.6.X] TroZ Mod
any chance this will be updated?
i really like the science packs and tracking station.
if not, can i take over and add it to my own mod?
i really like the science packs and tracking station.
if not, can i take over and add it to my own mod?
- Tue Oct 22, 2013 4:33 pm
- Forum: Modding help
- Topic: Error Entity ID
- Replies: 2
- Views: 2373
Re: Error Entity ID
thx,
its working now. ill have a working mod in 24 hours
its working now. ill have a working mod in 24 hours
- Tue Oct 22, 2013 2:04 pm
- Forum: Modding help
- Topic: Error Entity ID
- Replies: 2
- Views: 2373
Error Entity ID
i get this error Error.png i am trying to make an base mod extension (extending the base files to have more tiers, more drills, boilers, steam engines, etc.) i studied the base folder, and other mods. i think i have everything. but it shows this error. attached is my mod for checking my files DyTech...
- Tue Oct 22, 2013 12:30 pm
- Forum: Maps and Scenarios
- Topic: [0.7.4][Freeplay] Asteria !TEST MAP!
- Replies: 8
- Views: 21024
Re: [0.7.4][Freeplay] Asteria !NOW WITH TEST MAP!
Updated the OP. Now contains my test map from 0.7.2!!!!!
Please let me know what you all think, so i can add or improve the first official release.
Please let me know what you all think, so i can add or improve the first official release.
- Tue Oct 22, 2013 11:56 am
- Forum: Releases
- Topic: Version 0.7.3
- Replies: 20
- Views: 20068
Re: Version 0.7.3
was just a question
I dont mind that nothing will implemented. I really like it however.
Multiplayer will be nice, so no sleep for you :P:P:P:P:P:P
I dont mind that nothing will implemented. I really like it however.
Multiplayer will be nice, so no sleep for you :P:P:P:P:P:P
- Tue Oct 22, 2013 11:40 am
- Forum: Maps and Scenarios
- Topic: [0.7.4][Freeplay] Asteria !TEST MAP!
- Replies: 8
- Views: 21024
Re: [0.7.4][Freeplay] Asteria
I am adding your walls. I think theyare balanced enough to be pre placed in the noob version.
Also, changed the OP to better explain the mods and changed the to recomended.
Also, changed the OP to better explain the mods and changed the to recomended.
- Tue Oct 22, 2013 10:13 am
- Forum: Maps and Scenarios
- Topic: [0.7.4][Freeplay] Asteria !TEST MAP!
- Replies: 8
- Views: 21024
[0.7.4][Freeplay] Asteria !TEST MAP!
It will features the following: - a infinite map, with alot of resources. - a large island for the player. - a lost/abandonded colony from another race. - a VERY large enemy base. Also featuring 3 difficulty levels: - OVERKILL: insipired by the overkill challenge, an island with 3 entry points, enem...
- Tue Oct 22, 2013 9:56 am
- Forum: Releases
- Topic: Version 0.7.3
- Replies: 20
- Views: 20068
Re: Version 0.7.3
Great, only bug fixes, or also some new features?kovarex wrote:We are working on the release right now.Dysoch wrote:Any release time on 0.7.4? Cant play without filters of the smart inserters, the entire system will overflow with tens of thousands items.
- Tue Oct 22, 2013 9:08 am
- Forum: Releases
- Topic: Version 0.7.3
- Replies: 20
- Views: 20068
Re: Version 0.7.3
Any release time on 0.7.4? Cant play without filters of the smart inserters, the entire system will overflow with tens of thousands items.
- Mon Oct 21, 2013 8:23 pm
- Forum: Releases
- Topic: Version 0.7.3
- Replies: 20
- Views: 20068
Re: Version 0.7.3
Not on my windows 7! Only have to apply adminestrater right and i am done
- Sun Oct 20, 2013 9:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.7.2] Map editor crash
- Replies: 3
- Views: 1369
Re: [0.7.2] Map editor crash
For the time being you can work around it,
Place the locomotive and the cargo wagon a few tiles apart, and reverse the locomotive till close and then press g to connect them both.
More wagons, same deal
Place the locomotive and the cargo wagon a few tiles apart, and reverse the locomotive till close and then press g to connect them both.
More wagons, same deal
- Sat Oct 19, 2013 6:37 pm
- Forum: Ideas and Suggestions
- Topic: My observations from playing the game (Trains/wishlist)
- Replies: 40
- Views: 20549
Re: My observations from playing the game (Trains/wishlist)
Granted, a teleported that pollutes.
But the point is, it should be a place that the biters will attack no matter what. Once it is build, they will always go to the teleporter and ignore everything else (except the player)
But the point is, it should be a place that the biters will attack no matter what. Once it is build, they will always go to the teleporter and ignore everything else (except the player)
- Sat Oct 19, 2013 3:50 pm
- Forum: Not a bug
- Topic: [0.7.2] Getting negative value on logistic chest
- Replies: 3
- Views: 4161
Re: [0.7.2] Getting negative value on logistic chest
This is something with the robots. As you upgrade the robots, they begin to trnsport more goods at the same time. At max upgrade, they transport 4 items, but if there is only 1, the systems show you a negative number because it thinks it is picking up 4 items. A simple "fix" is to up produ...
- Sat Oct 19, 2013 10:52 am
- Forum: Ideas and Suggestions
- Topic: My observations from playing the game (Trains/wishlist)
- Replies: 40
- Views: 20549
Re: My observations from playing the game (Trains/wishlist)
Yes, simply because it has to maintain a connection with the other end. Therefor it uses 1 kw when inactive.
It is just an idea.
I also suggest if they implement it, that the teleporter should be the lowest in the electric network, therefore, if not enough electricty, the teleporter shuts off
It is just an idea.
I also suggest if they implement it, that the teleporter should be the lowest in the electric network, therefore, if not enough electricty, the teleporter shuts off
- Sat Oct 19, 2013 9:41 am
- Forum: Ideas and Suggestions
- Topic: My observations from playing the game (Trains/wishlist)
- Replies: 40
- Views: 20549
Re: My observations from playing the game (Trains/wishlist)
50 pollution every 5 minutes is even less than what a regular furnace produces if you keep it smelting items for 5 minutes :) Just saying. Also a miner makes 9 pollution, wait like 10 seconds and you already made more than 50 pollution. A good number would be 500 pollution, if the cooldown is that ...
- Sat Oct 19, 2013 7:23 am
- Forum: Ideas and Suggestions
- Topic: My observations from playing the game (Trains/wishlist)
- Replies: 40
- Views: 20549
Re: My observations from playing the game (Trains/wishlist)
Repair bots!!!!! Mesa likes. Teleporter is ok, but make it expensive and very long to build or research (or both) And expensive like in the range of 50.000 iron plates, 40.000 copper plates and 15.000 steel. That way it is not to overpowered. Also electricity should be somewhat in the range of 10 Kw...
- Fri Oct 18, 2013 5:23 pm
- Forum: Mods
- Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
- Replies: 112
- Views: 66539
Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17
Thank you. It was getting really annoying.kovarex wrote:Ok, ok, as this is 10 minutes fix, I will fix it for 0.7.3