Search found 19 matches
- Tue Dec 03, 2024 1:26 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] 1x1 equipment mod + 5dim support
- Replies: 0
- Views: 154
[Request] 1x1 equipment mod + 5dim support
I'd love to go nuts with OP stuff using 5dim and 1x1 equipment. I keep moving my base further and further into biter territory to give my turrets by the walls some work and to make thing more fun. But I really would love to decrease the size of equipment items to 1x1 instead of the various bulky ...
- Sat Jun 25, 2022 10:09 pm
- Forum: Ideas and Requests For Mods
- Topic: Request/Search: Beacon affecting Burner Drills+
- Replies: 1
- Views: 943
Request/Search: Beacon affecting Burner Drills+
I tried to find the mod i used about 2-3 years ago along with "Creative Mode" Mod that allowed Burner Drills, Furnace and Blast furnace to be affected by Beacons.
If anyone know the mod, please link it, and if there is no such mod, please make it.
It was quite more fun that way for me. and now i'm ...
If anyone know the mod, please link it, and if there is no such mod, please make it.
It was quite more fun that way for me. and now i'm ...
- Fri Nov 06, 2020 2:11 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Speed/Prodictivty effecting burner tech
- Replies: 10
- Views: 3195
Re: [Request] Speed/Prodictivty effecting burner tech
Thanks a ton Darkfrei - I'll look into it and mock around with it.
From what i can see it really WAS a small thing to do mod wise, but still a bit more complicated then simply doing something like a flip-switch.
Beacon_Effect=0 (this is what i thought was hidden in the code somewhere, clearly that ...
From what i can see it really WAS a small thing to do mod wise, but still a bit more complicated then simply doing something like a flip-switch.
Beacon_Effect=0 (this is what i thought was hidden in the code somewhere, clearly that ...
- Fri Oct 30, 2020 10:28 pm
- Forum: News
- Topic: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
- Replies: 141
- Views: 90830
Re: Friday Facts #362 - Menu simulation, Spidertron, Ghost building, Confirm button
Simply, Wube, Thanks for a great game and your continued hard work.
Actually, could you maybe do something greater with the "ending" of the game... Instead of just congrats and statistics, do something a bit more interesting?
Actually, could you maybe do something greater with the "ending" of the game... Instead of just congrats and statistics, do something a bit more interesting?
- Fri Oct 23, 2020 1:09 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Speed/Prodictivty effecting burner tech
- Replies: 10
- Views: 3195
Re: [Request] Speed/Prodictivty effecting burner tech
But I'm not interested in unlocking ALL research.
Also not looking to just unlock it with a simple command.
I wanted Burners, Basic & Steel Furnace and the first few assemblers be affected by Beacons.
I'm grateful for you people trying to help,
but you people completely missed the mark on what I ...
Also not looking to just unlock it with a simple command.
I wanted Burners, Basic & Steel Furnace and the first few assemblers be affected by Beacons.
I'm grateful for you people trying to help,
but you people completely missed the mark on what I ...
- Thu Oct 22, 2020 4:05 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Speed/Prodictivty effecting burner tech
- Replies: 10
- Views: 3195
Re: [Request] Speed/Prodictivty effecting burner tech
With Creative Mod, it was mostly just to speed past the burner stage faster by buffing the burner tech so one can get to the other tech levels faster.
At least that's my thinking for this request.
Just wanted to rush through that stage...
I love to try a lot of other mods, and often start a new ...
At least that's my thinking for this request.
Just wanted to rush through that stage...
I love to try a lot of other mods, and often start a new ...
- Thu Oct 22, 2020 2:38 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Speed/Prodictivty effecting burner tech
- Replies: 10
- Views: 3195
[Request] Speed/Prodictivty effecting burner tech
I enjoy playing with the Creative mod and more so messing around with the Beacon at the start of the game.
But sadly, even the speed modules don't affect burner technology of either the Burner Drill, the basic furnace, or the assemblers.
Anyone willing to make a mod that overwrites this and allows ...
But sadly, even the speed modules don't affect burner technology of either the Burner Drill, the basic furnace, or the assemblers.
Anyone willing to make a mod that overwrites this and allows ...
- Fri Jan 05, 2018 12:40 am
- Forum: Mods
- Topic: [MOD 0.16] Swarm 1.2.0
- Replies: 30
- Views: 55858
Re: [MOD 0.16] Swarm 1.2.0
Love this mod... The aliens are boring enough as it is. But this mods makes them more... interesting to say the least.
Sure i lost many "hardcore" type games with this mod, but just part of the fun challenge with this mod.
So thanks for the continued maintenance!
Sure i lost many "hardcore" type games with this mod, but just part of the fun challenge with this mod.
So thanks for the continued maintenance!
- Tue Jan 02, 2018 3:59 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1687602
Re: Development and Discussion
So, JUST updated from 15.39-ish to 16.9
And the only mod appearing in red is the pressurized tanks mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1254562723
I got NO clue as to what the "colour coding" means
But i take it that the tanks REQUIRES the other mod?
If not, then what am i ...
And the only mod appearing in red is the pressurized tanks mod: http://steamcommunity.com/sharedfiles/filedetails/?id=1254562723
I got NO clue as to what the "colour coding" means
But i take it that the tanks REQUIRES the other mod?
If not, then what am i ...
- Tue Nov 07, 2017 10:47 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 450343
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
== Bug Spotted ==
Object: Creative Chest
Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD.
Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing.
Could be another mods reason, but i honestly don't think so.
I can ...
Object: Creative Chest
Bug: Going to page 2, then back to 1, and trying to continue to go backwards freezes the HUD.
Leaving the chest and returning, disables the Creative Chest Hud menu thingy from appearing.
Could be another mods reason, but i honestly don't think so.
I can ...
- Sun Nov 05, 2017 1:17 pm
- Forum: News
- Topic: Friday Facts #215 - Multithreading issues
- Replies: 101
- Views: 51219
Re: Friday Facts #215 - Multithreading issues
After reading the news article on steam about multithreading, i felt the urge/need to say the following:
I understood most of what was explained, most of it.
But if you can't make that kind of update before v1.0 comes out, maybe make that as part of patch/update version 2.0?
I have, on purpose ...
I understood most of what was explained, most of it.
But if you can't make that kind of update before v1.0 comes out, maybe make that as part of patch/update version 2.0?
I have, on purpose ...
- Tue May 09, 2017 4:13 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 209
- Views: 138176
Re: [MOD 0.13] Big Bags - more space in your bags
Well, editing the Data.lua did nothing, Toolbelt could still be researched... BUT... It's okay, cause the guy making Auto Research updated his mod to be super useful now!
No longer am i forced to lurk over my research, now i can let it research everything over time.
No longer am i forced to lurk over my research, now i can let it research everything over time.
- Tue May 09, 2017 4:11 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 488045
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Sorry to be the one guy, but when can we (kinda) 'expect' NE:Ex to hit 0.15?
While NE:En is great, it just feels a tad bland without the Ex (Expansion) module.
This is a much harder one to convert, since people can adjust most of the starting parameters, including evolution factors and expansion ...
While NE:En is great, it just feels a tad bland without the Ex (Expansion) module.
This is a much harder one to convert, since people can adjust most of the starting parameters, including evolution factors and expansion ...
- Tue May 09, 2017 10:35 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 488045
Re: [MOD 0.15.x] Natural Evolution - All things Alien!
Sorry to be the one guy, but when can we (kinda) 'expect' NE:Ex to hit 0.15?
While NE:En is great, it just feels a tad bland without the Ex (Expansion) module.
While NE:En is great, it just feels a tad bland without the Ex (Expansion) module.
- Sun May 07, 2017 3:16 am
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 209
- Views: 138176
Re: [MOD 0.13] Big Bags - more space in your bags
Sorry, I won't change the cost of toolbelt, which is a research that old users like.
The problem is this auto-research mod. It should provide a way to search only the techs you want.
Will you share with me how to mod the cost on my own copy i got?
in the data.lua file, delete all the toolbelt ...
The problem is this auto-research mod. It should provide a way to search only the techs you want.
Will you share with me how to mod the cost on my own copy i got?
in the data.lua file, delete all the toolbelt ...
- Sat May 06, 2017 10:49 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 209
- Views: 138176
Re: [MOD 0.13] Big Bags - more space in your bags
Will you share with me how to mod the cost on my own copy i got?binbinhfr wrote:Sorry, I won't change the cost of toolbelt, which is a research that old users like.
The problem is this auto-research mod. It should provide a way to search only the techs you want.
- Sat May 06, 2017 6:34 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 209
- Views: 138176
Re: [MOD 0.13] Big Bags - more space in your bags
I do not really undertand : if you don't want the toolbelt extra, just do not research it...
The mod "Auto Research" automatically research the toolbelt, regardless of my settings, and since i hate the extra toolbars i NEVER use, i'd like a way to disable the toolbelt researches.
OR even better ...
The mod "Auto Research" automatically research the toolbelt, regardless of my settings, and since i hate the extra toolbars i NEVER use, i'd like a way to disable the toolbelt researches.
OR even better ...
- Sat May 06, 2017 1:39 pm
- Forum: Mods
- Topic: [MOD 0.13] Big Bags - more space in your bags
- Replies: 209
- Views: 138176
Re: [MOD 0.13] Big Bags - more space in your bags
Any way to disable, al together, the Toolbelt research?
I find it super useless.
The problem is that any other window, once i have done all research, overlaps the toolbar completely.
the GUI isn't very flexible when it comes to mods that adds extra nonsense.
So, any way to disable/rip out the ...
I find it super useless.
The problem is that any other window, once i have done all research, overlaps the toolbar completely.
the GUI isn't very flexible when it comes to mods that adds extra nonsense.
So, any way to disable/rip out the ...
- Tue Mar 28, 2017 1:11 pm
- Forum: Ideas and Requests For Mods
- Topic: [Idea][Request] Custom range indicator (ex. weapon range)
- Replies: 0
- Views: 842
[Idea][Request] Custom range indicator (ex. weapon range)
So while there is tons of mods that adds custom weapons with their own ranges, and a some mods that also adds vehicles that adds their own ranges to their weapons.
And even some tools have a limited range too beyond the vanilla.
Basically, a simple GUI that allows the user to create an/several ...
And even some tools have a limited range too beyond the vanilla.
Basically, a simple GUI that allows the user to create an/several ...