Search found 67 matches

by WoodyDaOcas
Wed Jun 15, 2016 11:19 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 138202

Re: Version 0.12.35

by WoodyDaOcas
Thu Jun 09, 2016 9:43 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 138202

Re: Version 0.12.35

bobingabout wrote:...
Exactly :D And that brings me to the question: are you planning to update your mods for 0.13, please ? I am sort of looking forward to it for my vacation in a month and some :D ^^ TY
by WoodyDaOcas
Tue Aug 11, 2015 7:55 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

Hey guise, as mentioned, the new version is out.(yay!) There was literally no reason to prolong the release any more, so it brought a lot (!) of new stuff, but (long) description might not explain everything in such a detail. I took an opportunity and until it will be changed (tomorrow, probably) I ...
by WoodyDaOcas
Thu Aug 06, 2015 8:14 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

Hey there :) Thanks for the interest, the issue was actually in technology.lua, all the (added) recipes are indeed in recipe.lua, but disabled by default, ie. at the start of the game, needs to be enabled by the research itself and the liquid artifacts were not added there. I don't have an opportuni...
by WoodyDaOcas
Sun Jul 26, 2015 6:13 pm
Forum: Mods
Topic: [MOD 0.12.x] Easy Belt Layer
Replies: 14
Views: 41809

Re: [0.12.x] Easy Belt Layer

awesome idea, gj :) ty
by WoodyDaOcas
Fri Jul 24, 2015 5:09 pm
Forum: News
Topic: Friday Facts #96 - The fixing phase
Replies: 51
Views: 37786

Re: Friday Facts #96 - The fixing phase

aawesome stuff.. thank you guys :)
by WoodyDaOcas
Thu Jul 23, 2015 12:45 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

sorry, I tend to write in a confusing way :) I am on with the bi-directional way, too, of course. I would just like a(ny) cooldown on the pad, to not be able to just jump back immediately after I arrive on the second pad (now I realize I wrote sending/receiving.. sorry.. I did that just for the sake...
by WoodyDaOcas
Thu Jul 23, 2015 12:24 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

thanks Peter. I am sorry, in my brainstorming here, I am using numbers which I am used to from DyTech, I played vanilla only on begging, years ago. Sure, priority here should be the vanilla version, but in DyTech, with huge costs comes huge space savings, which is the main slowdown for me, tbh :) To...
by WoodyDaOcas
Thu Jul 23, 2015 12:15 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

- more alien artifacts (maybe 350 per teleporter?) - charging of the teleporter takes up 30 seconds - 10 seconds cooldown - the charging speed / input flow is already capped to 300kW - i dunno how much this is in seconds - So you mean the longer the distance between the teleporters is, the more ene...
by WoodyDaOcas
Thu Jul 23, 2015 11:29 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

well, I guess it's "decided" :D https://www.youtube.com/watch?v=mjCRUvX2D0E Currently after a long time /played I got a capacitor with volume 3.something GJ, and according to a video.. it would be a nice touch to make it 1.21GJ as.. I don't know what, really, max capacity ? (edit: that's n...
by WoodyDaOcas
Thu Jul 23, 2015 10:42 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

omg, I am sorry.. First, I said "as I know from Factorio", lol, I meant "DyTech".. hhh and second of all, I was merely referring to someone's post on the first page, when he was talking about ..let's not use Watts, let's use Joules.. and I am like yes, for one time teleport (what...
by WoodyDaOcas
Thu Jul 23, 2015 9:34 am
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

Wow, that was fast :) thanks for that, also for feedback from others.. As far as the energy values.. ( and yes, for it to use wattage as a value, it would have to be kept open(~wormhole?: ), to consume an energy "at this rate" : ) I would like to ask others for help.. But in the meantime: ...
by WoodyDaOcas
Wed Jul 22, 2015 3:54 pm
Forum: Mods
Topic: [MOD 0.17.x] WaiTex 1.3.5: A HD Texture Pack
Replies: 238
Views: 308633

Re: [0.12] WaiTex 0.7.0: A HD Texture Pack

gr0mpel wrote:something is wrong with the 'horizontal pipe connection thing'

http://postimg.org/image/53t1irat9/

was waiting for your release - love the mod :D
yeah, I noticed that yesterday, too :) Not such a big problem, but something is off there, sure :)
Thanks for this pack!
by WoodyDaOcas
Wed Jul 22, 2015 3:51 pm
Forum: Mods
Topic: [MOD 0.12.x] Faster hand crafting
Replies: 4
Views: 14812

Re: [0.12.x] Faster hand crafting

good idea, thank you! :) How much faster than normal it is like this ? How about some modular addon, like.. say..robotic arm ? It would have a cost, have an energy consumption and would take up space, since this is basically compact assembly tier.. something :) As I said, it's very welcomed, thanks :)
by WoodyDaOcas
Wed Jul 22, 2015 3:46 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

awesome, looking forward to it :) Thank you
by WoodyDaOcas
Wed Jul 22, 2015 3:36 pm
Forum: Mods
Topic: [MOD 0.12.x] SimpleTeleporters
Replies: 81
Views: 68661

Re: [0.12.X] SimpleTeleporters

Thanks, awesome idea! :)
Here come's the "but":
bit easy to acquire I would say :( Artifacts are abundant, how about some energy usage, and I mean tremendous power requirements, internal capacitors, ie. "charge up" time.
Thoughts ? :)
by WoodyDaOcas
Fri Jul 17, 2015 8:25 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182649

Re: [0.12.x] RSO Alpha

actually you are right, I am sorry for false alarm. It's that I did not update, I downloaded the new installer and installed into the same folder right after the release, b/c the update was not found I guess :) And I run the game by using the old shortcut, didn't bother to check the version, why wou...
by WoodyDaOcas
Fri Jul 17, 2015 6:24 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182649

Re: [0.12.x] RSO Alpha

Hi, thank you very much, but :(
control.lua:1204:LuaGameScript doesn't contain key on_init.
This happens in map generator, when starting a "new game"
Can you please advice on this one ? Thanks
by WoodyDaOcas
Fri Jul 17, 2015 5:03 pm
Forum: News
Topic: Friday facts #95 - 0.12 Release today
Replies: 106
Views: 68183

Re: Friday facts #95 - 0.12 Release today

awesome, guys, thank you very much :) Have a nice weekend, I know I will :D

Go to advanced search