Search found 159 matches
- Mon Jun 06, 2016 9:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Kilo-, Mega-, Giga- / kmg-coal 0.1.8
- Replies: 7
- Views: 4491
Re: [MOD 0.12.x] Kilo-, Mega-, Giga- / kmg-coal 0.1.8
This is kind of interesting and I like the graphics.. But dang those amounts are insanity. A 8MJ piece of coal will last for around 13s at full burn in a boiler (a little less, but for sake of argument). So your kilocoal will last for 13,000 seconds, or 3.61 hours. The megacoal will last for 3610 ho...
- Mon Jun 06, 2016 9:20 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178038
Re: Smart, dynamic train deliveries with combinator Magick
Could multiple depots work with something like a bitmask? Give stations a number then logical-AND that number with some bits that represent the depot(s) that should service the station, and have the depots filter the requests and availables they listen to based on that bitmask. I was kind of wonder...
- Mon Jun 06, 2016 3:08 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178038
Re: Smart, dynamic train deliveries with combinator Magick
So some probably dumb questions. Was fooling around with this last night and was wondering if it is possible to have more than 1 depot? I'm guessing if the yellow signal was change to say red then it could work right? The short answer to that is "no". The slightly longer answer is, that i...
- Sun Jun 05, 2016 2:01 pm
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178038
Re: Smart, dynamic train deliveries with combinator Magick
So some probably dumb questions. Was fooling around with this last night and was wondering if it is possible to have more than 1 depot? I'm guessing if the yellow signal was change to say red then it could work right?
Is there a limit to the number of stations usable?
Is there a limit to the number of stations usable?
- Fri Jun 03, 2016 12:49 am
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 37431
Re: Allow Modular Armor to Gain Energy from Electric Network
Yep, it'd be great. Make it take solid fuel/coal and produce a decent amount of power.
- Thu Jun 02, 2016 11:59 pm
- Forum: Ideas and Suggestions
- Topic: Local power connector module for modular armor
- Replies: 97
- Views: 37431
Re: Allow Modular Armor to Gain Energy from Electric Network
Agreed. the first module armor is in a weird spot.
Personally i think there should be a burner generator too unlocked at the same time as the armor.
Modular Armor revamp has some excellent ideas and I hope some of them make it to the game.
Personally i think there should be a burner generator too unlocked at the same time as the armor.
Modular Armor revamp has some excellent ideas and I hope some of them make it to the game.
- Thu Jun 02, 2016 8:29 pm
- Forum: General discussion
- Topic: Come and Guess #2: Stable Version of 0.13
- Replies: 78
- Views: 39256
Re: I need 0.13 in my life
I'm keeping my current save. 150h+ and I got a ways to go.
- Wed Jun 01, 2016 3:53 pm
- Forum: General discussion
- Topic: Come and Guess #2: Stable Version of 0.13
- Replies: 78
- Views: 39256
- Wed Jun 01, 2016 4:30 am
- Forum: Combinator Creations
- Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
- Replies: 418
- Views: 178038
Re: Smart, dynamic train deliveries with combinator Magick
Looked at the demo. Pretty nice stuff. One thing I was wondering though is in the smelting area, if I take all of the iron ore the setup ends up needing 3 trains to get it back up to 300 despite the trains taking 200+. I'm not sure if that was/is just a simple setting though. Also if the smelting ar...
- Sun May 29, 2016 7:12 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 121668
Re: [MOD 0.12.x] HardCrafting 0.3.14
I like this mod a lot, but the early iron smelting is infuriating. It basically means you need to get some form of smart inserters, otherwise furnaces get stuck when 1 iron ore is inside, and the inserter picks up a nugget which doesn't fit in the furnace anymore. I used the smart inserters mod to ...
- Fri May 27, 2016 7:50 pm
- Forum: General discussion
- Topic: Well its Friday so ........
- Replies: 25
- Views: 8613
Re: Well its Friday so ........
They've gotta get a huge traffic spike on Fridays.. Though how much is from FFF and how much is from it being a Friday..
- Tue May 24, 2016 6:25 pm
- Forum: Mods
- Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
- Replies: 115
- Views: 91690
Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons
Any unexplored and no pollution areas are not generated. So if you add a new ore, when those are generated they have the normal chance to get the new ore.
So yes, but you will likely need to travel a bit to find it.
So yes, but you will likely need to travel a bit to find it.
- Tue May 24, 2016 3:19 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
- Replies: 12
- Views: 5040
Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Just tried it again and this time it worked. So some fluke or something I guess.
- Tue May 24, 2016 2:02 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
- Replies: 12
- Views: 5040
Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Hmm, the download site doesn't work for me. Do you have a alternative?
- Mon May 23, 2016 4:49 pm
- Forum: Modding help
- Topic: Entity type car Max speed
- Replies: 1
- Views: 868
Entity type car Max speed
How is the max speed for a car type entity determined? I figured it would be like trains with a max_speed but I'm not seeing that in the config.
- Mon May 23, 2016 4:37 pm
- Forum: Technical Help
- Topic: Opening port in uTorrent?
- Replies: 24
- Views: 8495
Re: Opening port in uTorrent?
Dedicated server is pretty much always your best bet. For just two people I'm thinking a really low resource server would be just fine. As far as the trouble on your computer. All I can really tell you is that all the methods posted on this thread should work when setup properly. So there is likely ...
- Mon May 23, 2016 1:25 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 430005
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0
@Raught19 - You sir are crazy. Though I suppose you have bobs mods so you get some nice ammo and turrets. I'm gonna have to add something along those lines.
- Sun May 22, 2016 5:50 pm
- Forum: Mods
- Topic: [MOD 0.17] VehicleSnap
- Replies: 78
- Views: 42839
Re: [MOD 0.12.x] VehicleSnap 1.0.1
Love this mod!
- Sun May 22, 2016 1:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Tesla Turret
- Replies: 11
- Views: 5593
Re: [MOD 0.12.x] Tesla Turret
Looks pretty nifty. I like the idea of a short range high power turret. The build costs are much too high though. Costs about 10x a laser turret, but provides only 50% more DPS (at the cost of range). To be honest it would probably be fine if it's cost was very similar to the laser turret. Reason be...
- Sat May 21, 2016 6:13 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 430005
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0
sooo, just installed this and ran into the worm that shoots out new biters. How on earth are you supposed to deal with that? I put down 40 turrets with piercing ammo and by the time my last turret is destroyed there are hundreds of new biters. And this is "only" at 68% evolution. I shudde...