Search found 5 matches
- Thu Jan 10, 2019 10:25 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Ghost Component Construction/Destruction
- Replies: 0
- Views: 798
[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...
- Thu Apr 05, 2018 12:34 pm
- Forum: News
- Topic: Friday Facts #236 - Building a rollup
- Replies: 63
- Views: 42212
Re: Friday Facts #236 - Building a rollup
I spotted a mistake in the base's belts.
- Sat May 20, 2017 7:57 am
- Forum: News
- Topic: Friday Facts #191 - Gui improvements
- Replies: 380
- Views: 149611
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...
- Sun May 14, 2017 12:36 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Ore Chaos
- Replies: 22
- Views: 11839
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...
- Wed Jan 04, 2017 4:03 pm
- Forum: News
- Topic: Friday Facts #171 - So long 2016
- Replies: 37
- Views: 21891
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.