Search found 23 matches
- Sun Jul 01, 2018 9:11 am
- Forum: Gameplay Help
- Topic: Player logistic request missing items to craft certain item
- Replies: 2
- Views: 1412
Re: Player logistic request missing items to craft certain item
Hey, I've dont that already, but the issue is, that this doesn't take into account which items I do already have for the process. If I go through the request and put the items that match in the requester chest, my robots will fill my inventory up with items I was partly trying to make use of. I was ...
- Sun Jul 01, 2018 8:35 am
- Forum: Gameplay Help
- Topic: Player logistic request missing items to craft certain item
- Replies: 2
- Views: 1412
Player logistic request missing items to craft certain item
When planning to craft an expensive/complex item by hand, it can get very tedious to enter every single component to the list of character logistic requests, adjust the amount, craft the item and then remove them all again. Is there a vanilla or modded way to request everything that is needed to cra...
- Sat Jun 30, 2018 10:10 pm
- Forum: Gameplay Help
- Topic: Multiply logistic request by x
- Replies: 1
- Views: 1279
Multiply logistic request by x
Is there a way to multiple all items of a logistic request by a factor? When I copy-paste the recipe from an assembly machine to a requester chest the amount of requested items is intended to keep the assembly machine busy for a fixed time. I've seen a mod that allows to change this time, but I don'...
- Sat Jun 30, 2018 8:49 pm
- Forum: Gameplay Help
- Topic: Filter crafting menu for usage of selected item
- Replies: 2
- Views: 1320
Re: Filter crafting menu for usage of selected item
Thanks, works like a charm.
Bummer I didn't find it myself, especially because I even mentioned NEI.
Bummer I didn't find it myself, especially because I even mentioned NEI.
- Sat Jun 30, 2018 8:42 pm
- Forum: Gameplay Help
- Topic: Filter crafting menu for usage of selected item
- Replies: 2
- Views: 1320
Filter crafting menu for usage of selected item
Is there a way (be it vanilla or with a mod) to filter the player's crafting menu to only show those recipes, where a specific item is needed for? Can you enter some sort of command to the recipe search bar like "[Steel]" to see recipes that use steal, instead of recipes that contain "...
- Sat Feb 25, 2017 10:34 am
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 14011
Re: [MOD 0.14.22] Wind Turbines - Simplistic Power Source
This looks cool! I have one question though, how to you decide when the wind blows and what speed it will be? Or is that already build into the game? Hey, this is randomized. The windspeed changes on a tiny factor all the time and changes on a bigger factor on a ingame-daily basis. The average spee...
- Thu Feb 23, 2017 6:50 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 14011
Re: [MOD 0.12.29] Wind Turbines - Changing the electricity game!
It's been a while, but now it works again.
Logan_72 wrote:download doesn't seem to work?
- Tue Mar 29, 2016 3:11 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 14011
Re: [MOD 0.12.27] Wind Turbines - Changing the electricity game!
I feel as if you should switch the purple turbine with the blue turbine in terms of upgrade chain, research, etc. because I feel it is easier to get artifacts (especially with mods) than it is to get blue science packs. Otherwise, I LOVE THIS MOD!!! Hmm, I could also go completely away from science...
- Wed Mar 23, 2016 5:59 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 14011
Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!
I can give you some advice about logic and beauty of the game : Avoid using science packs for something else than technology, circuits, advanced circuit and processing units a great for that. I think graphics should be more sophisticated, for my point of view they feel rushed. Any reason to avoid s...
- Wed Mar 16, 2016 3:25 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 14011
Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!
So if you want the cost effectiveness to be in line with the base game, the output progression should probably be something like: 20MW 40MW 80MW 160MW 320MW I assume you mean kW, not MW - but yea, I get your point, but it is only true for processing stuff. Energy generation can always just be built...
- Wed Mar 16, 2016 8:49 am
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 14011
Re: [MOD 0.12.26] Wind Turbines - Changing the electricity game!
Oh okay, I didn't know I have to do that in wich this license, thanks for the advice.
I added that to the original post.
I added that to the original post.
- Tue Mar 15, 2016 11:17 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
- Replies: 28
- Views: 14011
[MOD 0.14.x] Wind Turbines - Simplistic Power Source
Welcome, welcome! What is this mod about? Wind Turbines! Wind Turbines are another source of energy ! They produce no pullution , just like solar panels, but produce energy at night ! So.. are they overpowered solar panels? No! Their production oscillates depending on the wind speed. I seperated the...
- Fri Mar 11, 2016 4:37 pm
- Forum: Modding help
- Topic: Hide upgraded tiers (higher MKs)
- Replies: 3
- Views: 1505
Re: Hide upgraded tiers (higher MKs)
Oh, yea, that works, thanks!
I didn't know about that name convention.
I didn't know about that name convention.
- Thu Mar 10, 2016 11:06 pm
- Forum: Modding help
- Topic: Hide upgraded tiers (higher MKs)
- Replies: 3
- Views: 1505
Hide upgraded tiers (higher MKs)
Hi, so i know just very little lua, but about 10 different programming languages, so the basic understandings are not a problem. A problem is however, that for some mods i can edit the tech(nology).lua so that the upgraded tiers (higher MKs) of technologies are hidden until the prerequisites have be...
- Fri Nov 27, 2015 8:47 pm
- Forum: Mods
- Topic: [0.12.X] Quake 2 Weapons
- Replies: 3
- Views: 13537
Re: [0.12.X] Quake 2 Weapons
the railgun does not shoot anything.
i know the mod from an earlier version, there used to be a white-pinkish laser beam, but now there is no graphic and no dmg.
i know the mod from an earlier version, there used to be a white-pinkish laser beam, but now there is no graphic and no dmg.
- Wed May 13, 2015 10:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 122726
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
I like this mod a lot.
Sadly it seems to be discontinued.
I fixed everything to make it work in the current version (explicitly in multiplayer!)
You can find it here.
http://www.dostlp.de/downloads/AdvancedEquipment.rar
Please extract the archive before starting the game.
Your welcome!
Sadly it seems to be discontinued.
I fixed everything to make it work in the current version (explicitly in multiplayer!)
You can find it here.
http://www.dostlp.de/downloads/AdvancedEquipment.rar
Please extract the archive before starting the game.
Your welcome!
- Fri Mar 06, 2015 9:16 pm
- Forum: Mods
- Topic: [0.11.x] Reduced building stack sizes
- Replies: 4
- Views: 5865
Re: [0.11.x] Reduced building stack sizes
How to modify the mod to increase stack sizes for e.g. iron plates?
- Fri Mar 06, 2015 9:11 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Larger Inventory
- Replies: 49
- Views: 97108
Re: [MOD 0.11.x] Larger Inventory
Well fuck.
I installed the mod, it set some stack sizes down from 200 to 50 and now...well...the inventories are kinda smaller...
I didnt realise early enough and saved the game, how can I delete the mod changes from the map? I've deleted the mod!
I installed the mod, it set some stack sizes down from 200 to 50 and now...well...the inventories are kinda smaller...
I didnt realise early enough and saved the game, how can I delete the mod changes from the map? I've deleted the mod!
- Sun Nov 16, 2014 7:27 pm
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 122726
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
Then good luck on making it all multiplayer compatible.
Thanks for the great mod
Only thing I dislike is the one point, where u cant make the next item with the help of the one, that is one tier below it :/
Thanks for the great mod
Only thing I dislike is the one point, where u cant make the next item with the help of the one, that is one tier below it :/
- Sun Nov 16, 2014 8:11 am
- Forum: Mods
- Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
- Replies: 138
- Views: 122726
Re: [MOD 0.11.x] AdvancedEquipment v0.3.9
Well, if I delete control.lua it works also in MP.
Are there any disadvantages about doing that?
Are there any disadvantages about doing that?