Search found 11 matches

by Scoutter
Tue Mar 24, 2015 8:35 pm
Forum: Mods
Topic: [0.10.1+] Hydrogen power
Replies: 6
Views: 11768

Re: [0.10.1+] Hydrogen power

infinite generation of a burnable fuel. Already exists in the form of oil -> solid fuel, seeing as oil wells never truly run out. Still, being able to turn sunlight (and other power sources through mods, like Wind) into some kind of burnable/solid fuel is a great idea. I'll definitely check it out....
by Scoutter
Sat Feb 28, 2015 10:30 pm
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 31130

Re: [MOD 0.11.x] Ore processing

While I totally understand this, I think that gaining extra plates from the same ore is not fun in Fatorio, unless it adds extra complexity. In this case it does that, so it's a nice idea. Maybe more complex process can be added with more machines and liquids (like what Bob did) to increase even fu...
by Scoutter
Sat Feb 28, 2015 9:59 am
Forum: Mods
Topic: [MOD 0.11.x] Ore processing
Replies: 33
Views: 31130

Re: [MOD 0.11.x] Ore processing

Sounds neat and a bit like the way a Pulverizer works in Minecraft. Even in Minecraft it multiplies the ores by 2 or 3 instead of just 11 %
by Scoutter
Sat Jan 31, 2015 8:05 pm
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 83281

Re: [MOD 0.11.3] Replicators 0.2.1

With me everything works fine with the latest version 0.11.13
by Scoutter
Tue Dec 23, 2014 7:48 am
Forum: MoMods
Topic: MoMods: CoreMod Downloads
Replies: 235
Views: 185455

Re: [MOD 0.11.X] MoMods: Nuclear Power Go?

I get the problem that after renaming the file for the MoPower pack, that my game didn't start and tell me the Major,Middle,Minor pattern isn't matched

Image
by Scoutter
Fri Oct 31, 2014 12:02 pm
Forum: Mods
Topic: [Mod 0.10.X] Advanced-Solar-Energy
Replies: 9
Views: 22242

Re: [Mod 0.10.X] Advanced-Solar-Energy

I would like to use the mod but it tells me at first the names aren't similar, and after I edited that, that the pictures don't fit the "small-medium-giant" rules. I have no idea what that mean.
by Scoutter
Fri Jul 25, 2014 4:49 pm
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 44290

Re: [MOD] 0.9.X]Red Alert Harvester V0.0.5

I have the problem the harvester harvest ressources even if he is full. That is quite more annoying if you keep the game running with the harvester active and it takes 15k iron but only like 7 k get stored and the rest get harvested into oblivion.
by Scoutter
Sun Jun 01, 2014 12:04 pm
Forum: Mods
Topic: [0.9.8] Extended Generators v0.0.2
Replies: 3
Views: 6419

Re: [0.9.8] Pyro's Generators v0.0.1

Seems nice as idea.

Could you explain if it is available from start cause of technology, what ressources needed for it and so on?
by Scoutter
Sun May 18, 2014 7:02 am
Forum: Ideas and Requests For Mods
Topic: Please 1/3 1/4 1/5 1/6 splitter!
Replies: 5
Views: 6686

Re: Please 1/3 1/4 1/5 1/6 splitter!

Instead of making new entities I rather would make it an set-up option in the vanilla splitter how much you want on which belt. And I not see why prime-numbers should be a problem here.
by Scoutter
Sun May 18, 2014 7:00 am
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 44290

Re: [MOD] 0.9.X]Red Alert Harvester V0.0.3

McSpiffy wrote:I uploaded a fix for this ^_^ 0.0.4
Scoutter wrote:I like the mod a lot but I have the problem that my game crashes everytime the harvester try to mine the last 1 of an ore, even your programming should exclude this event.

Thank you. I will try it out.
by Scoutter
Sat May 17, 2014 9:09 pm
Forum: Mods
Topic: [MOD] 0.9.X]Red Alert Harvester V0.0.5
Replies: 71
Views: 44290

Re: [MOD] 0.9.X]Red Alert Harvester V0.0.3

Hello there.


I like the mod a lot but I have the problem that my game crashes everytime the harvester try to mine the last 1 of an ore, even your programming should exclude this event.

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