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 ...
Search found 46 matches
- Fri Oct 27, 2017 3:09 pm
- Forum: Ideas and Suggestions
- Topic: Change Portable Fusion Reactor to RTG
- Replies: 20
- Views: 8220
- Fri Oct 27, 2017 1:10 am
- Forum: Ideas and Suggestions
- Topic: Change Portable Fusion Reactor to RTG
- Replies: 20
- Views: 8220
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 me in ...
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 me in ...
- Thu Oct 26, 2017 12:55 am
- Forum: Ideas and Suggestions
- Topic: Change Portable Fusion Reactor to RTG
- Replies: 20
- Views: 8220
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 change the ...
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 change the ...
- Sat Jul 02, 2016 3:14 pm
- Forum: Ideas and Suggestions
- Topic: Keep Inventory Option
- Replies: 4
- Views: 4386
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 ...
There's also ...
- Wed Jun 08, 2016 8:07 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 ...
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 ...
- Sat May 28, 2016 3:52 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 ...
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 ...
- Fri May 06, 2016 5:57 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 ...
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 ...
- Fri May 06, 2016 3:38 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 ...
- Tue May 03, 2016 5:18 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 ...
- Tue May 03, 2016 5:07 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 ...
- Sat Apr 30, 2016 12:23 am
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 ...
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 ...
- Fri Apr 29, 2016 5:29 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 problem in ...
- Fri Apr 29, 2016 2:19 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 ...
Hm... The advanced solar panels have more separation lines (is it that subtle?), but I will look at how to improve the advanced ...
- Fri Apr 29, 2016 1:39 am
- Forum: Mods
- Topic: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
- Replies: 9
- Views: 9833
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 ...
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 ...
- Mon Apr 25, 2016 7:18 pm
- Forum: Mods
- Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
- Replies: 63
- Views: 48726
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 ...
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 ...
- Thu Apr 21, 2016 6:41 pm
- Forum: Mods
- Topic: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
- Replies: 9
- Views: 9833
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 ...
Cool, I'll see how I can integrate your code in this mod. (Your layout is ...
- Thu Apr 21, 2016 6:07 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 62658
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 ...
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 ...
- Thu Apr 21, 2016 3:45 pm
- Forum: Mods
- Topic: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
- Replies: 9
- Views: 9833
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 ...
Yea, I didn't ...
- Thu Apr 21, 2016 12:52 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Finite Water
- Replies: 63
- Views: 62658
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 "on.tick ...
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 "on.tick ...
- Wed Apr 20, 2016 3:35 pm
- Forum: Mods
- Topic: [MOD 0.12.30+][MP-Only] KeepInv (Keep inventory on death!)
- Replies: 9
- Views: 9833
[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 ...
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 ...