Search found 8 matches
- Tue Nov 15, 2016 8:30 pm
- Forum: Texture Packs
- Topic: [Done] Fuel cell generator
- Replies: 4
- Views: 5209
Re: [Request] Fuel cell generator
My G*d, that is beautiful.
- Wed Nov 09, 2016 7:25 pm
- Forum: Texture Packs
- Topic: [Done] Fuel cell generator
- Replies: 4
- Views: 5209
Re: [Request] Fuel cell generator
That would be great. I made an attempt in Blender, but it is ugly. But the size works.
- Tue Oct 18, 2016 1:42 pm
- Forum: Texture Packs
- Topic: [Done] Fuel cell generator
- Replies: 4
- Views: 5209
[Done] Fuel cell generator
Hi there.
I was hoping somebody is willing to make a fuel cell generator. Now, I'm using a sort of assembler building but it has issues with lining up the liquid pipes. What I had in mind for a look, is something like this;
http://energy.sandia.gov/wp-content/uploads/2015/07/Containerized-H2-fuel ...
I was hoping somebody is willing to make a fuel cell generator. Now, I'm using a sort of assembler building but it has issues with lining up the liquid pipes. What I had in mind for a look, is something like this;
http://energy.sandia.gov/wp-content/uploads/2015/07/Containerized-H2-fuel ...
- Sat Sep 10, 2016 8:06 am
- Forum: Mods
- Topic: [MOD 0.15] More Floors 1.2.3
- Replies: 77
- Views: 44020
Re: [MOD 0.14] More Floors 1.0.4
Is it possible for the scripting to add a small electric pole into a tile? This way you could perhaps make an electrified factory floor.
- Fri Sep 09, 2016 10:57 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 48756
Re: [MOD 0.14.2] Electric vehicles
Well the range depends on how many batteries you're willing to stuff in there, and once other mods start creating equipment for vehicles or locomotives in particular this may become a balancing point to consider, especially if you don't place charging stations at outposts. I have yet to measure how ...
- Fri Sep 09, 2016 6:18 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 48756
Re: [MOD 0.14.2] Electric vehicles
I also think that the train is a bit heavy to build. Very neat, but expensive.
But it doesn't seem to have the drawbacks that current electric vehicles have, like charging time and range. If you want drawbacks, you can always have cheaper less powerful trains that can only support light coils and ...
But it doesn't seem to have the drawbacks that current electric vehicles have, like charging time and range. If you want drawbacks, you can always have cheaper less powerful trains that can only support light coils and ...
- Thu Aug 18, 2016 10:25 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 361220
Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.3.1
Hey TheSAGuy,
It's a good mod. I borrowed heavily from it, (BioTech) although from a slightly different angle to reduce pollution in the game.
Hey SlopppyEngineering,
I saw your mod. It would be polite to ask first :o . That said, I have no problem sharing my code and graphics. I've learned all ...
It's a good mod. I borrowed heavily from it, (BioTech) although from a slightly different angle to reduce pollution in the game.
Hey SlopppyEngineering,
I saw your mod. It would be polite to ask first :o . That said, I have no problem sharing my code and graphics. I've learned all ...
- Thu Aug 18, 2016 4:20 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 361220
Re: MOD [0.12.x | 0.13.x] Bio-Industries 1.3.1
Hey TheSAGuy,
It's a good mod. I borrowed heavily from it, (BioTech) although from a slightly different angle to reduce pollution in the game.
It's a good mod. I borrowed heavily from it, (BioTech) although from a slightly different angle to reduce pollution in the game.