Search found 13 matches

by deimosian
Mon Apr 06, 2020 1:45 pm
Forum: Mods
Topic: [MOD 0.18] KRASTORIO^2
Replies: 177
Views: 54121

Re: [MOD 0.18] KRASTORIO^2

After over 3000 hours starting this mod makes me feel like a total newb again, I love it.
by deimosian
Thu Feb 08, 2018 2:15 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 3109

Re: [0.16] Stormwalls

Sure thing, I'm very interested in this mods progression, I think its concept is superior to the other forcefields, using the 'floor/pavement' tiles for more things, can't wait til you get some textures for them.
by deimosian
Mon Feb 05, 2018 7:42 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 3109

Re: [0.16] Stormwalls

Well, first off, the emitter is only one tile wide, so the area it covers inevitably has to be an odd number of tiles as well. The expected behavior of a 1x1 emitter with an odd number area would result in an equal coverage distance in all directions. However, as I demonstrated with the screenshot,...
by deimosian
Sun Feb 04, 2018 3:49 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 3109

Re: [0.16] Stormwalls

Keep in mind, when an emitter is destroyed, every wall linked to it will evaporate and have to be rebuilt. That's exactly what I was trying to test actually. :lol: On a side note, I think the 1GJ internal buffer may be a bit too large, they take forever to charge on anything but a hardcore late gam...
by deimosian
Sun Feb 04, 2018 6:04 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 3109

Re: [0.16] Stormwalls

Well it worked, and I've been baiting biters into them some more, much better than before but I still managed to get another, different crash. https://puu.sh/zggQR/f108ee6df2.jpg Upon further inspection it appears to be when a spitter is destroying the emitter. Before http://puu.sh/zgj2k/83b358b852....
by deimosian
Sat Feb 03, 2018 2:00 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 3109

Re: [0.16] Stormwalls

Love the concept here. Threw the mod in and dropped some, they spawned fine, but when I shot one myself, I got a crash when it died. Was a purple that I shot. Testing more now. http://puu.sh/zft5v/bfc61f76f7.jpg Confirmed the same happened with biters destroying one. Gonna disable the rest of my mod...
by deimosian
Wed Jan 31, 2018 10:44 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 69
Views: 70508

Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces

GotLag wrote:I haven't used Angel's, I may have a look on the weekend but no promises.
Ah. Well I appreciate you taking a look if you get a chance. It's the only thing I haven't been able to eliminate the fuel belt over to in my heavily modded game and seems a logical addition to this mod thematically.
by deimosian
Tue Jan 30, 2018 4:05 am
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 69
Views: 70508

Re: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces

Any chance of an electrification of Angel's blast furnace being added here?
by deimosian
Tue Dec 12, 2017 6:16 am
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.8
Replies: 1644
Views: 551359

Re: [0.15] Sea Block Pack 0.1.7

Nice mod pack. I was wondering if you could make available, as an alternative installation method, a save game file made right after loading the game with the pack, it would allow a smaller download and then use of the sync mods feature now built into the game.
by deimosian
Sun Oct 08, 2017 7:28 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control
Replies: 103
Views: 57257

Re: [MOD 0.12, 0.13, 0.14, 0.15] Flow Control

Hello, big fan of this mod. I would like to make a suggestion though, could a "hardcore" mode be added where they replace the vanilla universal pipes entirely, don't revert when picked up and add a 4 way junction? So that, if you wanted to turn corners into T junctions or straight pipe into a four w...
by deimosian
Wed Jul 26, 2017 2:15 am
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 68321

Re: [0.14] Reactors & Atomic Locomotives

I'm not porting Reactors to 0.15. I think the new reactors actually work quite well, and I have other demands on my time. I'm with Optera, I understand you have other priorities, but I find it unfortunate because I think your reactors and processing were done better than the new vanilla ones (and I...
by deimosian
Mon Oct 10, 2016 5:49 am
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 36137

Re: [MOD 0.14.x] Additional-turret

Well, they're be very short range and high damage, spread pattern would let them hit multiple targets at once like regular shotguns. I'd probably give them 100% damage bonus and 50% longer range than the handheld shotguns, double the attack speed of the combat shotgun. Recipe could be two combat sho...
by deimosian
Sat Oct 08, 2016 6:00 pm
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 36137

Re: [MOD 0.14.x] Additional-turret

I love this mod, thank you so much for cannon turrets!

Can haz shotgun turrets?

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