Search found 67 matches
- Wed Jun 15, 2016 11:19 pm
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 138202
- Thu Jun 09, 2016 9:43 am
- Forum: Releases
- Topic: Version 0.12.35
- Replies: 285
- Views: 138202
Re: Version 0.12.35
Exactly 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 ^^ TYbobingabout wrote:...
- 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 ...
- 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...
- 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
- 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
- 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...
- 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...
- 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...
- 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...
- 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...
- 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: ...
- 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
yeah, I noticed that yesterday, too Not such a big problem, but something is off there, suregr0mpel wrote:something is wrong with the 'horizontal pipe connection thing'
http://postimg.org/image/53t1irat9/
was waiting for your release - love the mod
Thanks for this pack!
- Wed Jul 22, 2015 3:52 pm
- Forum: Mods
- Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
- Replies: 37
- Views: 30445
- 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 :)
- 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
- 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 ?
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 ?
- 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...
- 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
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
- 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