Search found 72 matches
- 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...
- 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.
- 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...
- 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
"You should plant a tree in your life, they said
(green line is 2-7 thick wall of treefarm trees)
1 regullar explosive termite and one alien termite
- 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 (treefarm trees)
- 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...
- 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. (hight volatge+small poles)
- 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 and does the evolution factor increase ower time?
- 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...
- 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).
- 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?
- 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...