Search found 51 matches

by PTTG
Thu Dec 17, 2020 7:52 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289494

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. An...
by PTTG
Sat Nov 14, 2020 7:50 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289494

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 ret...
by PTTG
Fri Nov 13, 2020 10:57 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 289494

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 retu...
by PTTG
Mon Jan 06, 2020 1:32 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 352059

Re: [MOD 0.17] Industrial Revolution

--------------------------------------------------------------------------------------------------- Version: 1.0.12 Date: 05. 01. 2020 Fixes: - Fixed charged high capacity battery "burnt result". ---------------------------------------------------------------------------------------------...
by PTTG
Mon Nov 18, 2019 8:26 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 352059

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...
by PTTG
Tue Nov 05, 2019 12:17 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 352059

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.
by PTTG
Sun Oct 06, 2019 2:03 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 352059

Re: [MOD 0.17+] Industrial Revolution (0.99.x)

Has anyone found any conflicts between IR and Rampant?
by PTTG
Fri Sep 20, 2019 4:49 pm
Forum: General discussion
Topic: Using Cars for Logistics
Replies: 10
Views: 5044

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.
by PTTG
Fri Sep 20, 2019 4:45 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 352059

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 ...
by PTTG
Wed Sep 18, 2019 6:12 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 352059

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.
by PTTG
Wed Sep 18, 2019 5:41 pm
Forum: General discussion
Topic: Using Cars for Logistics
Replies: 10
Views: 5044

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 base...
by PTTG
Tue Sep 17, 2019 9:35 pm
Forum: Ideas and Requests For Mods
Topic: Tanker Truck
Replies: 5
Views: 1964

Tanker Truck

It would be interesting to have an option like the train's tank car that drives around freely like the car.
by PTTG
Tue Sep 10, 2019 6:47 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 352059

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 wou...
by PTTG
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: 55050

Re: So... Let's talk about bots, and how to fix them properly...

Idea: Remove logistics bots entirely.
by PTTG
Fri Sep 06, 2019 6:38 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 352059

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.
by PTTG
Sun Sep 01, 2019 8:15 am
Forum: Mods
Topic: [1.1+] [WIP] Sosciencity
Replies: 15
Views: 6797

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.
by PTTG
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: 55050

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 eve...
by PTTG
Sat Aug 31, 2019 8:41 am
Forum: Mods
Topic: [1.1+] [WIP] Sosciencity
Replies: 15
Views: 6797

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 the...
by PTTG
Sat Aug 31, 2019 8:36 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 352059

Re: [MOD 0.17+] Industrial Revolution (WIP)

Just checking, but by "early September," you do mean September 1st, right?

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