Search found 8 matches
- Tue Dec 21, 2021 11:11 am
- Forum: Ideas and Requests For Mods
- Topic: co-existence to a point
- Replies: 5
- Views: 2043
Re: co-existence to a point
that seems as close as I'm going to get.
- Mon Dec 20, 2021 3:55 pm
- Forum: Ideas and Requests For Mods
- Topic: co-existence to a point
- Replies: 5
- Views: 2043
Re: co-existence to a point
And this is achieved by setting the time related slider to 0.
actually untrue, evolution starts as soon as you produce pollution, not as it gets consumed.
Per the wiki, the time between expansions already averages lower with larger expansions as evolution increases .
The interval between ...
- Mon Dec 20, 2021 12:16 am
- Forum: Ideas and Requests For Mods
- Topic: co-existence to a point
- Replies: 5
- Views: 2043
co-existence to a point
TL;DR
The re-action of the biters is not in proportion to the initial action, before re-assessment.
What ?
Only having the biters start to evolve and expand after the pollution touches them (first attack trigger) or they get attacked.
Ideally have the expansion modified/multiplied by the ...
The re-action of the biters is not in proportion to the initial action, before re-assessment.
What ?
Only having the biters start to evolve and expand after the pollution touches them (first attack trigger) or they get attacked.
Ideally have the expansion modified/multiplied by the ...
- Mon Sep 13, 2021 8:10 pm
- Forum: Implemented in 2.0
- Topic: (Hotkey to) Replace existing structures with blueprint / Replace with bp / Forced bp placing/deconstruction
- Replies: 80
- Views: 51447
blueprint force setting
TL;DR
Make a setting where you can ignore trees and rocks in blueprint placement.
Not requiring force placement for building over trees and rocks. (still requiring for anything else)
What ?
Adding a setting to make the blueprint placement ignore trees and rocks like it does with force placement ...
Make a setting where you can ignore trees and rocks in blueprint placement.
Not requiring force placement for building over trees and rocks. (still requiring for anything else)
What ?
Adding a setting to make the blueprint placement ignore trees and rocks like it does with force placement ...
- Mon Aug 30, 2021 8:08 am
- Forum: Won't fix.
- Topic: [1.1.38] Train station placement
- Replies: 1
- Views: 1601
[1.1.38] Train station placement
I watched streamer blueprint down a train stop in an intersection, remove the station and fail their attempt to place it back.
undo the removal and bots happily placed it back.
twitchclip
printscreen incase clip gets deleted
undo the removal and bots happily placed it back.
twitchclip
printscreen incase clip gets deleted
- Sun Aug 23, 2020 8:15 am
- Forum: Ideas and Suggestions
- Topic: Confirmation for editor surface entity wipe
- Replies: 0
- Views: 628
Confirmation for editor surface entity wipe
TL;DR
Add confirmation to the button "remove all entities" (editor, surfaces)What ?
see TL;DRWhy ?
Whilst copying something from a surface to another I accidentally clicked the button "remove all entities" and instantly went "ohno"- Sat Sep 22, 2018 9:19 pm
- Forum: Ideas and Suggestions
- Topic: Magnetic module
- Replies: 0
- Views: 746
Magnetic module
TL;DR
Module for armor that increases pickup range
What ?
I'm requesting support in the code to change pickup(F) range as technology improves.
With the idea of putting it in a armor module so the amount can be adjusted to balance/preference.
Why ?
Clean up chestplosions easier.
Expand the ...
Module for armor that increases pickup range
What ?
I'm requesting support in the code to change pickup(F) range as technology improves.
With the idea of putting it in a armor module so the amount can be adjusted to balance/preference.
Why ?
Clean up chestplosions easier.
Expand the ...
- Fri May 04, 2018 7:25 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1148609
Re: [0.16] Sea Block Pack 0.2.7
I thought I'd start anew and have some fun, but alas.
The start has messed up as mineralized water crystalization has given me 6 of each ore after 11 production cycles whilst the recipe says it outputs 1.1 and 70%.
Maybe it's a very delicate script to deal with people who mess with the mapgen, but ...
The start has messed up as mineralized water crystalization has given me 6 of each ore after 11 production cycles whilst the recipe says it outputs 1.1 and 70%.
Maybe it's a very delicate script to deal with people who mess with the mapgen, but ...