Search found 245 matches

by SirRichie
Sat Dec 26, 2015 2:39 am
Forum: Mods
Topic: [MOD 0.12.xx] Cheap Rails
Replies: 1
Views: 7779

Re: [MOD 0.12.20] Cheap Rails

Thanks for the mod. I actually included a yield increase in my mod as well (since it fosters trains). However, yielding 200 straight rails is decreasing the rail cost to 1/100th. I think this is pretty heavy. In my own version I changed the yield to 20, which I already find to be on the verge to too...
by SirRichie
Sat Dec 26, 2015 2:33 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 199587

Re: Solar panels less of a no-brainer

What I'm really going with this whole discussion is, that the current handling of energy is in the long term boring, after you get solar. Steam engines are much more appealing. :) And here is where the crucial point. It is boring in a low-maintenance sense. For a game about automation, I do not see...
by SirRichie
Sat Dec 26, 2015 2:26 am
Forum: Gameplay Help
Topic: Weird death problem , don t know if intented or a bug .
Replies: 5
Views: 14925

Re: Weird death problem , don t know if intented or a bug .

Why is this shot down so quickly? If the OP really encountered the observed behavior, then it is a bug. When you die in MP, you lose all your stuff (unless modded), but the factory should not be affected at all. Either your factory consumed everything from the chests (to assemble the items) or you e...
by SirRichie
Fri Dec 25, 2015 5:47 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87781

Re: [MOD 12.11+] Train Outposts

Great idea. I was also fiddling with RSO once to get the same result (rare patches with small endless resources), and I like what you're doing. There's two thing this mod lacks though - make those patches somewhat smaller, twice at least; and second - add support for mod ores. That's the priority #...
by SirRichie
Wed Dec 23, 2015 12:05 pm
Forum: Mods
Topic: [MOD 0.12.20] Overflow Valve
Replies: 6
Views: 16314

Re: [MOD 0.12.20] Overflow Valve

Hi,
thanks for the mod.

How does it compare to a small pump + circuit?
by SirRichie
Wed Dec 23, 2015 3:45 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 199587

Re: Solar panels less of a no-brainer

@keyboardhack: I believe that your statements are very true for megabases. Only for megabases though and I would vote not to balance for megabases. If any balancing makes creating megabases annoying, this can easily be fixed by a mod. @ssilk: I still do not think that this is a good solution. Making...
by SirRichie
Mon Dec 21, 2015 11:56 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87781

Re: [MOD 12.11+] Train Outposts

cpy wrote:Do you have other mod support? Like bob?
No, not yet. It is planned for the next release though.
by SirRichie
Mon Dec 21, 2015 12:28 am
Forum: Mods
Topic: [Mod 0.12.X] Log Mod
Replies: 16
Views: 30169

Re: [Mod 0.12.X] Log Mod

capthavic wrote:The extended underground belts interest me the most, the rest might be useful but probably won't affect my normal set much.
There are 2 separate mods which are dedicated to that (on is UpGrade, the other's name I do not recall).
by SirRichie
Mon Dec 21, 2015 12:24 am
Forum: Balancing
Topic: Solar panels less of a no-brainer
Replies: 378
Views: 199587

Re: Solar panels less of a no-brainer

I am absolutely against this suggestion, sorry. You are suggesting to introduce an annoyance (as you say yourself), to discourage a playstyle you personally deem unbalanced. Yes, solar power is rather easy to handle. It is, however, challenging to get there and to automate its production so you actu...
by SirRichie
Thu Dec 17, 2015 4:28 pm
Forum: Mods
Topic: [MOD 12.11+] Train Outposts
Replies: 142
Views: 87781

Re: [MOD 12.11+] Train Outposts

psychobarge wrote:Hi and thx for your mod,

I've tried it and so far i think it is a great alternative to RSO. For me the first map generated with train outpost was playable and well balanced :D
Thank you for the kind feedback.
by SirRichie
Thu Dec 17, 2015 2:13 am
Forum: Mods
Topic: [MOD 0.14.x] Expanded Tools [1.0.3]
Replies: 27
Views: 35920

Re: [MOD 0.12.x] Expanded Tools [1.0.1]

I think the visuals are fine, keep up the good work!
by SirRichie
Mon Dec 14, 2015 2:39 am
Forum: Mods
Topic: [MOD 0.12.17+] Train tracker 1.0.0
Replies: 6
Views: 12912

Re: [MOD 0.12.17+] Train tracker 1.0.0

I will definitely try this, great idea!
by SirRichie
Tue Dec 08, 2015 11:38 pm
Forum: F.A.R.L
Topic: [0.12] Bugs, crashes & other issues
Replies: 309
Views: 131715

Re: [0.12] Bugs, crashes & other issues

What's the bug? it looks like the pole got placed?
by SirRichie
Mon Dec 07, 2015 1:56 am
Forum: Show your Creations
Topic: Automated Red/Green Science
Replies: 6
Views: 20294

Re: Automated Red/Green Science

Just a curious question: is this a design from the editor? Usually, one does not have access to express belts before some serious science automation
by SirRichie
Sun Dec 06, 2015 12:49 am
Forum: Mods
Topic: [MOD 0.12.x] Autowire - configurable automated pole wiring
Replies: 28
Views: 32033

Re: [MOD 0.12.x] Autowire - configurable automated pole wiring

This error was due to the changes in the modding API, which required many mods to be adjusted
by SirRichie
Sun Dec 06, 2015 12:47 am
Forum: Balancing
Topic: Biters ramming machine
Replies: 13
Views: 24400

Re: Biters ramming machine

I honestly think you should not address this here, since you are using turrets from a mod. If the turrets from the mod are too strong, clearly this is something the mod should address, not the main game. I use all bobs mods, so enemies mod balancing warfare mod, so if i turn of this mod balancing w...
by SirRichie
Sat Dec 05, 2015 10:47 am
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62516

Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!

Happy Birthday and thanks for the update!
by SirRichie
Fri Dec 04, 2015 4:42 pm
Forum: Balancing
Topic: Biters ramming machine
Replies: 13
Views: 24400

Re: Biters ramming machine

I honestly think you should not address this here, since you are using turrets from a mod.
If the turrets from the mod are too strong, clearly this is something the mod should address, not the main game.
by SirRichie
Wed Dec 02, 2015 1:14 pm
Forum: Ideas and Requests For Mods
Topic: Auto placing ghosts when out of range.
Replies: 9
Views: 17810

Re: Auto placing ghosts when out of range.

interesting... my bad then
by SirRichie
Wed Dec 02, 2015 10:28 am
Forum: Gameplay Help
Topic: working mods for 12.18?
Replies: 3
Views: 7559

Re: working mods for 12.18?

it is probably the wrong section, but I am sure a moderator will take care of it.

Most mods are working for 12.18. To name a few:
- FARL
- TrainOutposts (disclaimer: my own mod)
- RailTanker
- UpGrade

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