Search found 72 matches

by G_glop
Fri Dec 19, 2014 8:13 pm
Forum: Mods
Topic: Silica v 0.1.5 [0.11.x][WIP]
Replies: 54
Views: 25195

Re: Silica v 0.1.2 [0.11.x][WIP]

Sorry for that i didn't mention how much resources(enough to make a shaped compression bomb from landfill), and lot of players go for maps with "almost" an island that woud require much less resources to cut off completely/create 2 wide choke points, about the resources running out, they c...
by G_glop
Fri Dec 19, 2014 7:31 pm
Forum: Mods
Topic: Silica v 0.1.5 [0.11.x][WIP]
Replies: 54
Views: 25195

Re: Silica v 0.1.2 [0.11.x][WIP]

Please make it so biters can walk ower concrete water pit, because its wery simple to create an "island" that biters/spitters can't get on.
by G_glop
Fri Dec 19, 2014 7:13 pm
Forum: Mods
Topic: [0.10, 0.11 +] Green Turtle (like to play green?)
Replies: 9
Views: 13404

Re: [0.10, 0.11 +] Green Turtle (like to play green?)

I think that the 1/4 tree pollution reduction is not for me, i woud much more enjoy more dealing with different types of pollution(carbon type, dust type, production type, toxic type, exotic type?(alien science packs, atd)), using different methods/species of trees (air filters, rain inducing chemic...
by G_glop
Fri Dec 19, 2014 5:46 pm
Forum: Mods
Topic: [MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation
Replies: 25
Views: 42728

Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Image
"You should plant a tree in your life, they said :D
(green line is 2-7 thick wall of treefarm trees)

1 regullar explosive termite and one alien termite :roll:
by G_glop
Fri Dec 19, 2014 3:31 pm
Forum: Mods
Topic: [MOD 0.12.X] Explosive Termites 1.1.7: extreme deforestation
Replies: 25
Views: 42728

Re: [MOD 0.11.X] Explosive Termites 1.1.5: extreme deforesta

Installing to deforest and reforest again :lol: (treefarm trees)
by G_glop
Fri Dec 19, 2014 2:11 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 331128

Re: [MOD 0.11.6] Treefarm v1.2.6

Thanks! I want to keep "peace" with the aliens because i'm playing with Cartmen'sCompleteOverhaul and so far didn't even get to turrets :shock: , (playing for ~5 hours) so i installed Natural Evolution and I'm trying to not let any pollution reach the bases. (Until i get Goliath from tankw...
by G_glop
Fri Dec 19, 2014 1:51 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Electrical networks
Replies: 7
Views: 6110

Re: [Request] Electrical networks

I think its possible it woud require some odd workarounds and require ~15 times more processing power. :? But it woud be so cool to zap a whole biter nest with high volatge. :D (hight volatge+small poles)
by G_glop
Fri Dec 19, 2014 1:14 pm
Forum: Questions, reviews and ratings
Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
Replies: 438
Views: 331128

Re: [MOD 0.11.6] Treefarm v1.2.6

Do the treefarm trees actuallay reduce pollution? Because i made a whole perimeter out of them :D and does the evolution factor increase ower time?
by G_glop
Fri Dec 19, 2014 12:47 am
Forum: Mods
Topic: [0.12.x]Cartmen's Mods Information
Replies: 285
Views: 76392

Re: [MOD 0.11.X] Cartmen's Complete Overhaul [ALPHA v0.0.24]

Is there any wiki/forum post to this mod? Because i don't like just leaping into something as big as this mod without really knowing what it does, (really want to see some charts for the crafting times) for example i didn't know that the first lab doesen't require electricity, so i built a basic ste...
by G_glop
Thu Dec 18, 2014 9:57 pm
Forum: Energy Production
Topic: Oil Power Plants, reliable way of making electricity.
Replies: 42
Views: 67028

Re: Oil Power Plants, reliable way of making electricity.

Great job! I'll try use that in my game (idk if its gonna work cause i have a lot of mods installed).
by G_glop
Thu Dec 18, 2014 5:40 pm
Forum: Mods
Topic: Silica v 0.1.5 [0.11.x][WIP]
Replies: 54
Views: 25195

Re: Silica v 0.1.1 [0.11.x][WIP]

Great mod! installing that right now. btw about the sand/dytech problmem why not just make a recipe that uses silica and another one that uses sand from dytech?
by G_glop
Thu Dec 18, 2014 4:55 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Electrical networks
Replies: 7
Views: 6110

Re: [Request] Electrical networks

I woud want something with more advanced features (3 phase, 1 phase, ground, ac-dc current, voltage, amperage, steam, turbines, alternators/dynamos, transformators, undergrond wires, "shock" damage, power loss, overloaded wires melting, etc.) that woud function more like real electriciy, n...

Go to advanced search