Search found 46 matches

by bloc97
Fri Oct 27, 2017 3:09 pm
Forum: Ideas and Suggestions
Topic: Change Portable Fusion Reactor to RTG
Replies: 20
Views: 6515

Re: Change Portable Fusion Reactor to RTG

My big issue is if we have fusion reactors, why can't we have an in-world plop-able version? wouldn't it be nice to build and power your grid from an infinite energy source? I agree with you, but I think that 750kW is way too overpowered for a fusion reactor, since after a couple of them (around 10...
by bloc97
Fri Oct 27, 2017 1:10 am
Forum: Ideas and Suggestions
Topic: Change Portable Fusion Reactor to RTG
Replies: 20
Views: 6515

Re: Change Portable Fusion Reactor to RTG

They're too low power to make a lot of sense. I think that the same can be said about the current "fusion reactors". They're too small to make sense. Fusion needs enormous pressure and temperatures to achieve, I doubt its safety would be approved by the interstellar standards. If you tell...
by bloc97
Thu Oct 26, 2017 12:55 am
Forum: Ideas and Suggestions
Topic: Change Portable Fusion Reactor to RTG
Replies: 20
Views: 6515

Change Portable Fusion Reactor to RTG

As the title imples, I think a portable Radioisotope thermoelectric generator would make more sense than a "Portable fusion reactor". In real life, RTGs are used to power spacecraft or low-power, low-maintenance machines. Since there is already uranium in the game, it would be easy to chan...
by bloc97
Sat Jul 02, 2016 3:14 pm
Forum: Ideas and Suggestions
Topic: Keep Inventory Option
Replies: 4
Views: 3344

Re: Keep Inventory Option

Well my mod makes use of a crude way of storing the inventory upon death... And it might bug if you have a lot of people connecting and disconnecting in your server. I just chose to save your inventory each 5 seconds for simplicity, and compatibility with other inventory altering mods. There's also ...
by bloc97
Wed Jun 08, 2016 8:07 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Hi all, This may be a question for the general mod forum, but figured I'd try here first. I just installed this mod, and am enjoying the new technologies and buildings. However, I've noticed it's not possible to do a quick-replace of the basic solar panels with the new ones (like you can do with be...
by bloc97
Sat May 28, 2016 3:52 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Just a small update on the status of the mod. I have started working on the mod again, and I modified my previous brute force way of resetting recipes. Now it should not bug in multiplayer. I'm also planning to use migration scripts more often in future releases. The wind and tidal generators are mo...
by bloc97
Fri May 06, 2016 5:57 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Just wanted to get your opinion if its okay for me to add the mod here so you can give it a look :) Sure you can do that... but if its your hard work, you deserve a unique thread on the forums, no? And since the license is only BY, do whatever you want with this mod's content, as long you don't say...
by bloc97
Fri May 06, 2016 3:38 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

[...] Confirmed VanillaEX causes desync for multiplayer. Haven't tested enough in single player to give any feedback if it's stable. I really don't know how to reproduce this.[...] Sorry if what follows *might* sound rude, but I tried what I can without external feedback. I have tested it multiple ...
by bloc97
Tue May 03, 2016 5:18 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

[..] if you alter the biters could you make it a separate mod edition or compatible with Natural Evolution and Mob Swarm? Your mod currently meshes amazing well with those two mods. It is extremely satisfying and feels very balanced. Compatibility with Natural Evolution is planned, since what I am ...
by bloc97
Tue May 03, 2016 5:07 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Unfortunately not. We just played without any problems, saved the game normally like we did before and tried to start again the next day. That's when the desync started. Just to clarify: We used the mod the first time during that session, which lasted for about 3 hours. The map is about 28h old and...
by bloc97
Sat Apr 30, 2016 12:23 am
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Version 0.0.8a [ Fixed crash on loading game ] , working fine, but advanced accumulator is invisible in crafting screen. Version 0.0.8b [ advanced accumulator is visible in crafting screen ] , but crash on loading game. I'm such an airhead... I used 0.0.8 to make 0.0.8a and 0.0.8b independently... ...
by bloc97
Fri Apr 29, 2016 5:29 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Unknown key:"Error while running the on_load: __VanillaEx__/control.lua:12: attempt to index global 'game' (a nil value)" Thank you for reporting the issue. Currently control.lua only serves as reloading the crafting tables if you disable parts of the mod. Deleting it should fix the probl...
by bloc97
Fri Apr 29, 2016 2:19 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

The added solar-panels need better icons to differentiate from each other, different color like how the accumulators are would be beneficial. Otherwise, awesome mod. Hm... The advanced solar panels have more separation lines (is it that subtle?), but I will look at how to improve the advanced accum...
by bloc97
Fri Apr 29, 2016 1:39 am
Forum: Mods
Topic: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
Replies: 9
Views: 8735

Re: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)

Hi, Nice mod, but in singleplayer I get an error after generating a new map: _ _KeepInv_ _/control.lua:33: attempt to index field 'plydead' (a nil value) So I can't start a game with this mod activated, I can load one, but then the replay is lost because of the change in mods. Could this be fixed s...
by bloc97
Mon Apr 25, 2016 7:18 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43652

Re: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)

Well, now I cant wait to finish my current game so I can start a new one with this mod. Looks excellent. Happy to hear that, and you probably will need to restart a couple of times, as I plan to add much more in the upcoming updates. ;) I might not work on this mod until next month due to the final...
by bloc97
Thu Apr 21, 2016 6:41 pm
Forum: Mods
Topic: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
Replies: 9
Views: 8735

Re: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)

Paraphrasing from CC0 site, I, Zjarek to the extent possible under law waive all copyright and related or neighboring rights to the code linked in previous post in this topic and licence it under CC0 1.0 Universal licence. Cool, I'll see how I can integrate your code in this mod. (Your layout is wa...
by bloc97
Thu Apr 21, 2016 6:07 pm
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 57175

Re: [MOD 0.12.x] Finite Water

also like I proved a few post ago, even in single player the performance is pretty awfull.. anything more than 3-5 pumps and your locking at a game crash. I made a bug report but the DEV discarded it because the mod use co-routine which they don't officially support at the moment. a recode from scr...
by bloc97
Thu Apr 21, 2016 3:45 pm
Forum: Mods
Topic: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
Replies: 9
Views: 8735

Re: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)

I experimented with player deaths and keeping inventory for respawning a player after encounter with a train, you can check it out here: http://pastebin.com/xNi8k0jy . One issue I can see is that more complicated items like power armor or blueprints won't be preserved in your mod. Yea, I didn't hav...
by bloc97
Thu Apr 21, 2016 12:52 pm
Forum: Mods
Topic: [MOD 0.12.x] Finite Water
Replies: 63
Views: 57175

Re: [MOD 0.12.x] Finite Water

This is a single player only mod, it does not synchronize with everyone and causes massive amounts of desyncronization errors. The OP has to use global.* tables in order for this mod to be MP-Compatible, anything "local" is never synced between clients, and thus never to be used on "...
by bloc97
Wed Apr 20, 2016 3:35 pm
Forum: Mods
Topic: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
Replies: 9
Views: 8735

[MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)

Type: Mod Name: KeepInv Description: Lets you keep your inventory on death in multiplayer games. However to balance things, you lose items in your quickbar and guns. (I might add option to select which to keep) Code is BETA, I did not try to do anything unexpected. I only tested normal gameplay with...

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