Search found 12 matches
- Sat Mar 06, 2021 10:32 pm
- Forum: PyMods
- Topic: pY HighTech Discussion
- Replies: 790
- Views: 292464
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?
- Fri Feb 05, 2021 7:49 pm
- Forum: PyMods
- Topic: Electric engines
- Replies: 2
- Views: 1434
Re: Electric engines
thanks
- Fri Feb 05, 2021 7:24 pm
- Forum: PyMods
- Topic: Electric engines
- Replies: 2
- Views: 1434
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 ...
Have just noticed that electric engines cost 300 copper wire, was just wanting to confirm this is as expected as it seems rather ...
- Thu Jun 27, 2019 12:52 pm
- Forum: PyMods
- Topic: pY Petroleum Handling
- Replies: 633
- Views: 235046
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 ...
- Fri Jun 08, 2018 2:48 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 350538
- Fri Jun 08, 2018 10:40 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 350538
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 ...
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 ...
- Mon Jun 19, 2017 10:44 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 418065
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
- Mon Jun 19, 2017 9:20 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 418065
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 ...
we are running a few mods as well as all of yours but nothing that as far as I know affects this in ...
- 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: 150271
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
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
- Mon Jun 05, 2017 11:13 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 418065
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 ...
guess i will keep playing and making my list as i go maybe even post ...
- Mon Jun 05, 2017 11:11 am
- Forum: Bob's mods
- Topic: What should I do with science packs?
- Replies: 68
- Views: 25688
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 ...
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 ...
- Mon Jun 05, 2017 10:47 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 418065
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 ...
I've seen the list of things changed within Vanilla marathon mode ...