Search found 51 matches
- Thu Dec 17, 2020 7:52 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 365632
Re: [MOD 1.0] Xander Mod v3.5.3
I've been thinking of making a small Xander tweak mod to add concrete and reinforced concrete walls. Probably, those would just be more efficient recipies for walls that used more sophisticated types of concrete. I was also thinking of adding a refinery process to extract CO2 from the atmosphere ...
- Sat Nov 14, 2020 7:50 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 365632
Re: [MOD 1.0] Xander Mod v3.5.2
Are VSLI wafers used for anything yet? I can't find reference to them?
I work in the field and find the idea of making virtual ones in my off time to be oddly entertaining. I also like the thought of using them to play the silicon lottery -- having to test finished products and getting a random ...
- Fri Nov 13, 2020 10:57 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 365632
Re: [MOD 1.0] Xander Mod v3.5.2
Are VSLI wafers used for anything yet? I can't find reference to them?
I work in the field and find the idea of making virtual ones in my off time to be oddly entertaining. I also like the thought of using them to play the silicon lottery -- having to test finished products and getting a random ...
I work in the field and find the idea of making virtual ones in my off time to be oddly entertaining. I also like the thought of using them to play the silicon lottery -- having to test finished products and getting a random ...
- Mon Jan 06, 2020 1:32 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457272
Re: [MOD 0.17] Industrial Revolution
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Version: 1.0.12
Date: 05. 01. 2020
Fixes:
- Fixed charged high capacity battery "burnt result ...
- Mon Nov 18, 2019 8:26 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457272
Re: [MOD 0.17] Industrial Revolution
There should be a nuclear battery that you can reprocess instead of charge or electric trains could simply accept nuclear fuel cells and return spend fuel cells. The difference between 120% acceleration and 200% is just too big to keep electric trains otherwise.
"nuclear battery" ? You're just ...
- Tue Nov 05, 2019 12:17 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457272
Re: [MOD 0.17] Industrial Revolution
Could the flare stack be used to boil off excess water? This could allow excess water from water filtration plants to be automatically disposed of in an alternative way.
- Sun Oct 06, 2019 2:03 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457272
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Has anyone found any conflicts between IR and Rampant?
- Fri Sep 20, 2019 4:49 pm
- Forum: General discussion
- Topic: Using Cars for Logistics
- Replies: 10
- Views: 6799
Re: Using Cars for Logistics
I'd go with a single buffer chest right before the car. If it has contents, it turns off the input inserter. If the contents remain for more than an inserter cycle, then there either is no car, or the car is full.
- Fri Sep 20, 2019 4:45 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457272
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
IR Diggy (from RedMew) is an even slower start, but I find it quite interesting. I modded it to included the new ores and make saplings buy-able, and now I have a pretty good setup going. I might need to tweak tin ore spawning a bit more and move iron ore farther out, but aside from that it's doing ...
- Wed Sep 18, 2019 6:12 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457272
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
FARL works in my quick test. No errors, the recipes are possible, and the basic functions look good. Will report if any problems arise.
- Wed Sep 18, 2019 5:41 pm
- Forum: General discussion
- Topic: Using Cars for Logistics
- Replies: 10
- Views: 6799
Using Cars for Logistics
What sorts of logistics networks have people set up using just cars? Since we can conveniently carry a pocketfull wherever we go, we can drive out to several separate bases to set up multiple cars to load up over time. Using circuit conditions, we can even be notified when a car is full!
Within ...
Within ...
- Tue Sep 17, 2019 10:28 pm
- Forum: Ideas and Suggestions
- Topic: Make fuel slots (in a locomotive, car, tank, furnace...) have a filter
- Replies: 8
- Views: 3679
Re: Make fuel slots in a locomotive (car, tank) have a filter
Seconded, that sounds like a great idea.
- Tue Sep 17, 2019 9:35 pm
- Forum: Ideas and Requests For Mods
- Topic: Tanker Truck
- Replies: 5
- Views: 2552
Tanker Truck
It would be interesting to have an option like the train's tank car that drives around freely like the car.
- Tue Sep 10, 2019 6:47 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457272
Re: [MOD 0.17+] Industrial Revolution (0.99.x)
Looking at the ore processing procedures:
Miner -> Ore
Ore Crusher -> Crushed Ore
Purification Plant -> Refined Ore
Ore Crusher -> Powdered Ore
Furnance -> Ingot
Out of curiosity, did you ever consider using a chemical plant for the powdered ore instead of using an ore crusher twice? I think it ...
- Sun Sep 08, 2019 12:31 am
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 71956
Re: So... Let's talk about bots, and how to fix them properly...
Idea: Remove logistics bots entirely.
- Fri Sep 06, 2019 6:38 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457272
Re: [MOD 0.17+] Industrial Revolution (WIP)
Now I just need to figure out how to convince my boss I'm too sick to work.
- Sun Sep 01, 2019 8:15 am
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 9267
Re: [MOD 0.17+] [WIP] Sosciencity
Possible, possible. The important thing is it's the number of people in proportion to the number of machines.
- Sun Sep 01, 2019 8:13 am
- Forum: General discussion
- Topic: So... Let's talk about bots, and how to fix them properly...
- Replies: 160
- Views: 71956
Re: So... Let's talk about bots, and how to fix them properly...
Why not make it so that only one bot can use a logistics chest at a time, and it takes time for a bot to pull from a chest? This puts them securely in their role of distributing rare resources in a flexible way without overlapping bulk transport. It can be manipulated by developing more and more ...
- Sat Aug 31, 2019 8:41 am
- Forum: Mods
- Topic: [1.1+] [WIP] Sosciencity
- Replies: 15
- Views: 9267
Re: [MOD 0.17+] [WIP] Sosciencity
I like your ideas, and your CGI stuff looks amazing too!
Is it at all possible to have citizens act like bots to some degree? Ferrying resources and building buildings? Or perhaps to limit the number of functional assemblers based on the number of people you have to work in them? This would make ...
Is it at all possible to have citizens act like bots to some degree? Ferrying resources and building buildings? Or perhaps to limit the number of functional assemblers based on the number of people you have to work in them? This would make ...
- Sat Aug 31, 2019 8:36 am
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 457272
Re: [MOD 0.17+] Industrial Revolution (WIP)
Just checking, but by "early September," you do mean September 1st, right?