Search found 12 matches

by Corvenus
Sat Mar 06, 2021 10:32 pm
Forum: PyMods
Topic: pY HighTech Discussion
Replies: 790
Views: 238811

Re: pY HighTech Discussion

So we have a full set of PY mods, we recently have been looking to upgrade our trains to the new high tech ones however the fluid wagons no longer appear to connect to the pumps for the existing stations, do we have to rebuild the station and rework them or is there another fix?
by Corvenus
Fri Feb 05, 2021 7:49 pm
Forum: PyMods
Topic: Electric engines
Replies: 2
Views: 1120

Re: Electric engines

thanks
by Corvenus
Fri Feb 05, 2021 7:24 pm
Forum: PyMods
Topic: Electric engines
Replies: 2
Views: 1120

Electric engines

Playing with a what i believe is a full set of PY mods and a few other quality of life things like bottleneck and the like updated to latest versions as of Feb 2021 Have just noticed that electric engines cost 300 copper wire, was just wanting to confirm this is as expected as it seems rather higher...
by Corvenus
Thu Jun 27, 2019 12:52 pm
Forum: PyMods
Topic: pY Petroleum Handling
Replies: 633
Views: 189228

Re: pY Petroleum Handling

rather more of a side issue but would it be possible to have some order to the icons in the petroleum handling tab, maybe each product on its own line, at the moment they don't seem to have any sort of order to them and so it can be hard to see what the actual chains are if all your going from is th...
by Corvenus
Fri Jun 08, 2018 2:48 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 292931

Re: [MOD 0.16] Xander Mod v1.5.1

thanks
by Corvenus
Fri Jun 08, 2018 10:40 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 292931

Re: [MOD 0.16] Xander Mod v1.5.1

hey thought i'd say thanks for a great mod as well as see if there was any update on how things are going with version 2.0, we are currently still playing out game in version 1.5.1 and have gotten to robots but the engine that they need seems to be a miss match, version one needs the brushless motor...
by Corvenus
Mon Jun 19, 2017 10:44 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 349437

Re: [0.15.x] Bob's Mods: General Discussion

thanks for confirming, guess i should have checked sooner so we didn't have such a large number of the basic ones build as we were expecting to just upgrade them like everything else seems to
by Corvenus
Mon Jun 19, 2017 9:20 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 349437

Re: [0.15.x] Bob's Mods: General Discussion

Not sure if its a bug or or working as intended but there doesn't seem to be an accumulator mk2 there are mark2 and 3 of the fast, slow and high capacity versions but none for the base accumulator we are running a few mods as well as all of yours but nothing that as far as I know affects this in any...
by Corvenus
Wed Jun 07, 2017 8:03 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 133475

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

thanks for a great mod will certainly have to give it a look again with .15

any sort of timescale that you can give us on when you might have the expensive tech version ready to go as more complex is always a good thing in my mind so would love to give it a go
by Corvenus
Mon Jun 05, 2017 11:13 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 349437

Re: [0.15.x] Bob's Mods: General Discussion

thanks, guess i was as much wondering if you had a list to hand from when you were going through and making them expensive as my understanding was that the expensive change was effectively a tag that you had to add to the code. guess i will keep playing and making my list as i go maybe even post it ...
by Corvenus
Mon Jun 05, 2017 11:11 am
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 21370

Re: What should I do with science packs?

Loving your science changes so far especially since it means combining more of our interesting metals into science I'd have to say personally i'd take a few things a step further I've always been a fan of the idea that the science cost tweaker mod introduced where you make specific items just for sc...
by Corvenus
Mon Jun 05, 2017 10:47 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 349437

Re: [0.15.x] Bob's Mods: General Discussion

Is there an easy way to find out what recepies have been modified by selecting the expensive/ marathon option within the GUI or would I have to go through each one and compare them to the normal version to see if its been changed? I've seen the list of things changed within Vanilla marathon mode and...

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