Search found 5 matches

by m3henry
Thu Jan 10, 2019 10:25 pm
Forum: Mods
Topic: [MOD 0.16.x] Ghost Component Construction/Destruction
Replies: 0
Views: 792

[MOD 0.16.x] Ghost Component Construction/Destruction

Modpage This is a proof of concept at the moment, to see if it worth figuring out how to fully implement it and what that might look like. Feedback is greatly appreciated. This mod allows a player to construct an entity using the items which would craft the entity. The idea was suggested a while ag...
by m3henry
Thu Apr 05, 2018 12:34 pm
Forum: News
Topic: Friday Facts #236 - Building a rollup
Replies: 63
Views: 42078

Re: Friday Facts #236 - Building a rollup

I spotted a mistake in the base's belts.
Oops
Oops
fff-236-GridLock-final-4429.jpg (132.58 KiB) Viewed 2902 times
by m3henry
Sat May 20, 2017 7:57 am
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 148830

Re: Friday Facts #191 - Gui improvements

Okay, so this is a change long overdue and is very welcome. I'd also like to point out the auto-request / auto-trash inconsistantcy. Why is it possible to set an auto trash level lower than the request amount? I often see players not notice that they are trashing something they are requesting. Causi...
by m3henry
Sun May 14, 2017 12:36 pm
Forum: Mods
Topic: [MOD 0.15.x] Ore Chaos
Replies: 22
Views: 11807

Re: [MOD 0.14.x] Ore Chaos

This is a great idea, and is a clean and simple way of implementing the "dirty mining" that the devs talked about a while ago. :) I would suggest that the chaoticness of an ore patch is dependant on its size/richness or distance from the home base. This would make the difficulty progressiv...
by m3henry
Wed Jan 04, 2017 4:03 pm
Forum: News
Topic: Friday Facts #171 - So long 2016
Replies: 37
Views: 21820

Re: Friday Facts #171 - So long 2016

I'm surprised there's not graphs for the amount of items in a logistics network, a circuit network, or stored in accumulators.

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