Search found 392 matches
- Sat Nov 23, 2024 12:54 am
- Forum: Ideas and Suggestions
- Topic: [2.0.21] Add energy stats to all grid based armor like power armor mech armor, spidertrons etc
- Replies: 3
- Views: 478
Re: [2.0.21] Add energy stats to all grid based armor like power armor mech armor, spidertrons etc
One consideration is that there would need to be a way for energy-producing equipment from mods to indicate what their min and max output is. I don't know whether that already exists.
I like the idea and would love to see it implemented!
That is going to really difficult, the variable ...
- Sat Nov 23, 2024 12:42 am
- Forum: Ideas and Suggestions
- Topic: Aquilo bot construction priority
- Replies: 0
- Views: 407
Aquilo bot construction priority
On Aquilo my bots get quasi stuck constructing stuff. They have to place the ice platform, the concrete and the building. Those seem to get scheduled all at the same time. Then the bots go there, hover around because the lower layer isn't ready yet and run out of battery. Then they return to a robo ...
- Tue Nov 12, 2024 9:58 pm
- Forum: Ideas and Suggestions
- Topic: Rail visualisation for ghosts
- Replies: 0
- Views: 128
Rail visualisation for ghosts
I would like to see the usual visualisations with rails, points to place signals, rail blocks, and the train positions behind signals and stations, also on ghosts. If I'm designing a station I want to be able to place ghosts without realizing later that I'm off by one.
Also when placing signals ...
Also when placing signals ...
- Sun Oct 27, 2024 10:36 am
- Forum: Duplicates
- Topic: [2.0.11] Set recipe inserters gets stuck with waiting for source items
- Replies: 4
- Views: 910
[2.0.11] Set recipe inserters gets stuck with waiting for source items
I have a contraption making large power poles by setting two assemblers to feed it via circuits. However the inserters get stuck with waiting for source item while the item is present in the source assembler. My guess is it sees only the additional output slot, not the actual product slot.
How I ...
How I ...
- Fri Jun 21, 2024 8:28 am
- Forum: Mods
- Topic: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
- Replies: 20
- Views: 6829
Re: [>= 0.17.73] GCKI -- Gizmos Car Keys (improved)
Hi. I would like to do a compatibility patch for ultracube, but you don't have a linked repo. How would you like to get the patch?
- Sat Aug 05, 2023 7:23 pm
- Forum: Modding interface requests
- Topic: Add options for radius and color of the map hint for remotes
- Replies: 2
- Views: 757
Add options for radius and color of the map hint for remotes
Artillery remotes are currently doing an overlay on the map in red. There doesn't seem to be any options while modding to change the color, radius, or shape of that overlay.
I would like the option to adjust that, so that for instance if you are using mods with stronger weapons, like True Nukes, or ...
I would like the option to adjust that, so that for instance if you are using mods with stronger weapons, like True Nukes, or ...
- Sun Feb 27, 2022 4:12 pm
- Forum: Implemented in 2.0
- Topic: Allow changing entity settings from radar remote view / Access Building Configurations from Map View
- Replies: 22
- Views: 10771
Build and configure signal network from map view
You can do a lot of things form map view, but you can't change settings of buildings and you can't build circuit networks from map view at all.
The current work around, building and configuring them locally to copy and paste it over already build entities feels kind of clunky and awkward ...
The current work around, building and configuring them locally to copy and paste it over already build entities feels kind of clunky and awkward ...
- Sat May 30, 2020 10:58 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 561886
Re: pY Raw Ores Discussion
I will make a bit of a review I'm playing with the set besides hightech eand alien as hightech's basic circuits was too big a chore.
The 15:120 ratio in iron and copper at the start is brutal. Especially with the 1:10 for for steel and the amount you need for the basic machines.
Then however then ...
The 15:120 ratio in iron and copper at the start is brutal. Especially with the 1:10 for for steel and the amount you need for the basic machines.
Then however then ...
- Sat Mar 14, 2020 6:06 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1190839
Re: [0.18] Sea Block Pack 0.4.4
Does anyone know why we can not directly make charcoal from wood, but have to go through cellulose fiber to get there? It's nice that the chain exists, but seems like we should at least be able to go wood --> wood blocks --> charcoal (sawing them up), if not directly there.
The wood blocks seem ...
- Mon Jan 27, 2020 2:31 am
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21735
Re: IR in 0.18
Take it as a compliment. People care about it. We are talking about it because we want to keep playing with it.Deadlock989 wrote: Sun Jan 26, 2020 12:32 pm Less than a fortnight, and already the buzzards are circling the carrion.
- Sat Jan 25, 2020 10:20 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21735
Re: IR in 0.18
... I just largely ported it and it's quite easy.
Did you have to do anything with furnaces? After I ported everything (that threw errors) it appears that the only steel-age (arc) furnaces that are functioning were active at the time of rollup to 0.18. None of the others seem to accept input ...
- Sat Jan 25, 2020 10:12 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21735
Re: IR in 0.18
He just vanished, set the mod to depreciated and had the thread closed.eradicator wrote: Sat Jan 25, 2020 4:35 pmThe big breaking changes haven't happend yet.
Has he officially declined to hand it over to another maintainer like he did with the stacking beltboxes?
- Thu Jan 23, 2020 10:34 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21735
Re: IR in 0.18
I know that I can do it for my self and that I can't publish a patch but how about instructions to change it yourself? I suppose I could do it more general.ZombieMooose wrote: Thu Jan 23, 2020 7:03 pm You can do anything for private use only. I can't recall any license objecting to that.
- Thu Jan 23, 2020 2:07 pm
- Forum: Modding discussion
- Topic: IR in 0.18
- Replies: 47
- Views: 21735
IR in 0.18
It seems to me like deadlock abandoned the mod and doesn't want to port it to 0.18. As he published under no derivatives nobody else can publish a ported variant. However how is the licence situation about instructions to do it yourself? Because I just largely ported it and it's quite easy.
- Thu Jan 16, 2020 11:12 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1598878
Re: Bugs
Nope, that is base game. If that is an error this is the wrong place to report it.automator2 wrote: Tue Jan 14, 2020 1:29 pm Remnant from fluid changes?
it should not be 10 instead of 1 ?
- Tue Jan 14, 2020 9:37 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1780948
Re: Development and Discussion
Regarding seablocks, trees were strong in 0.16 but the introduction of the saw blades in 0.17 nerfed that hard enough for power. Now it's only the way to make wooden boards because the algae way is gigantic.
- Tue Jan 14, 2020 1:10 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1780948
Re: Development and Discussion
So, what did you find wrong with 0.16 ?
Also for 0.17
For me the balancing in Bio is not good at all. Some of the recipes are atrociously slow in comparison (especially the wooden boards), the tiers are not enough better for how complicated they are. Some variants are just plain better then ...
- Tue Jan 07, 2020 12:15 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 458507
Re: [MOD 0.17] Industrial Revolution
Could you change the licence so that somebody else is allowed to?
- Mon Dec 09, 2019 11:34 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1780948
Re: Development and Discussion
Fluid throughput isn't really much of a problem anymore, well besides of maybe water for nuclear reactors. As long as you put enough pumps and aren't using many 1000s of fluid/s it will be fine. Even then you can still put down two pipes.
- Thu Dec 05, 2019 10:43 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1190839
Re: [0.17] Sea Block Pack 0.3.7
Are the mods in the downloadable seablock pack modified from their normal distributions at all? It wasn’t clear to me from the thread if I will get the same experience by just downloading the mods from the mod window vs downloading the zip from the first post. If the zip is just time stamping a ...