Search found 245 matches
- 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...
- 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...
- 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...
- 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 #...
- 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?
thanks for the mod.
How does it compare to a small pump + circuit?
- 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...
- 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
No, not yet. It is planned for the next release though.cpy wrote:Do you have other mod support? Like bob?
- 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
There are 2 separate mods which are dedicated to that (on is UpGrade, the other's name I do not recall).capthavic wrote:The extended underground belts interest me the most, the rest might be useful but probably won't affect my normal set much.
- 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...
- 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
Thank you for the kind feedback.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
- 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!
- 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!
- 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?
- 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
- 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
- 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...
- 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!
- 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.
If the turrets from the mod are too strong, clearly this is something the mod should address, not the main game.
- 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
- 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
Most mods are working for 12.18. To name a few:
- FARL
- TrainOutposts (disclaimer: my own mod)
- RailTanker
- UpGrade