Search found 14 matches
- Sun Mar 26, 2023 4:14 pm
- Forum: Questions, reviews and ratings
- Topic: Industrial Revolution 3 and Reika's Geothermal research mismatch
- Replies: 0
- Views: 764
Industrial Revolution 3 and Reika's Geothermal research mismatch
While using IR3 I am unable to research Geothermal energy when I have all prerequisite techs researched. I have all these sources of energy around but no way to use them.
- Sun Mar 26, 2023 4:27 am
- Forum: Questions, reviews and ratings
- Topic: Industrial Revolution 3 ethanol has no use early on
- Replies: 2
- Views: 1713
Re: Industrial Revolution 3 ethanol has no use early on
It took me some time to realize this but I have KS Power as well, which gives me oil boilers. Still this is an awesome mod that I will dump untold amounts of time into.
- Sun Feb 05, 2023 10:20 pm
- Forum: Questions, reviews and ratings
- Topic: Industrial Revolution 3 ethanol has no use early on
- Replies: 2
- Views: 1713
Industrial Revolution 3 ethanol has no use early on
So far I love this mod, but what's bugging me is that I get ethanol fairly early but I can't use it until I get blue research packs. Is there any way I can use it upon researching it? Is it possible to make a boiler that takes fluids as fuel input? Perhaps I'm missing something.
- Sun Jun 30, 2019 5:42 pm
- Forum: Ideas and Requests For Mods
- Topic: Rail Signal Semaphores
- Replies: 3
- Views: 1844
Rail Signal Semaphores
I would like to see rail semaphores (w/ masts). Regular signals could have a flat blade with white stripe and chain signals could be a yellow chevron blade with black stripe. They should still light up like normal signals to provide all essential context (they wouldn't be much to look at from the ...
- Sun Aug 09, 2015 4:37 pm
- Forum: Mods
- Topic: [0.12.X] Robocharge - Robot Charging Station
- Replies: 2
- Views: 7449
Re: [0.12.X] Robocharge - Robot Charging Station
I feel this is truly needed in areas with very heavy robot use as charging ends up being a bottleneck in the system. Seeing this integrated by the devs would be wonderful and make the logistics system more complete.
- Sun Aug 02, 2015 7:54 pm
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 615408
Re: Let's see your clever builds
If I had used nothing but chain signals, the entire line would be unusable by all but one train. Putting a normal signal in separates the chained blocks as the chain signals do, in fact, chain on each other continually. Regular signals placed close behind certain chain signals causes the train to ...
- Sun Aug 02, 2015 3:01 am
- Forum: Show your Creations
- Topic: Let's see your clever builds
- Replies: 499
- Views: 615408
Re: Let's see your clever builds
Now with chain signals, making a simple diamond intersection is straightforward enough for single rail applications.
Diamond.png
I have found an effective way to use single rail with passing sidings on maps where stone supply is initially a problem, as was mine. Chain signals were instrumental in ...
Diamond.png
I have found an effective way to use single rail with passing sidings on maps where stone supply is initially a problem, as was mine. Chain signals were instrumental in ...
- Mon Jul 27, 2015 1:46 am
- Forum: Ideas and Requests For Mods
- Topic: [Idea] Hazard Floors!
- Replies: 6
- Views: 9519
Re: [Idea] Hazard Floors!
I would love the idea of things like razorwire or surfaces designed to slow enemy movement (perhaps hurting them slightly). Would make defending bases easier when you have the enemy settings maxed out.
- Mon Jul 27, 2015 1:42 am
- Forum: Mods
- Topic: [MOD 0.12.11+] Oil Steam Boiler
- Replies: 38
- Views: 64135
Re: [0.11.21] Oil Steam Boiler
I see your point in not making a petroleum gas burning option, and I still love this mod to no end. It seems to be a far more efficient way than using solid fuel & vanilla boilers. Any indication of a 0.12.x version perchance?
- Sun Apr 19, 2015 5:42 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Oil Steam Boiler
- Replies: 38
- Views: 64135
Re: [0.11.21] Oil Steam Boiler
It would also be nice to have a petroleum gas burning recipe as well, just to complete the list. Reason is when your factory backs up for some reason, you might get an excess of petrol which would cause refinery production to halt. Moreover, is it not possible to autoselect the recipe based on what ...
- Tue Mar 24, 2015 11:32 pm
- Forum: Mods
- Topic: [0.11.X] Expanded Robot Technologies
- Replies: 13
- Views: 22254
Re: [0.11.X] Logistic Robot Capacity Mod
This is a very nice mod, but what I want to see more is a mod that [through research] increases the amount of distance a robot can travel before having to recharge (battery capacity).
- Sat Jan 24, 2015 3:06 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Pole Transformers
- Replies: 4
- Views: 4132
Re: [Request] Pole Transformers
Thank you for taking this up.
I'm not asking for much, just a way to make power poles a bit more versatile in their capabilities.
I'm not asking for much, just a way to make power poles a bit more versatile in their capabilities.
- Sun Jan 18, 2015 9:04 pm
- Forum: Ideas and Requests For Mods
- Topic: [Request] Pole Transformers
- Replies: 4
- Views: 4132
[Request] Pole Transformers
Would it be possible to "upgrade" small and medium power poles so that they can cover a greater area?
The idea is that adding a transformer would increase the radius of a small pole by 1 and a medium pole by 2. As for the recipe I was thinking like 1 steel and 10 copper cable.
The idea is that adding a transformer would increase the radius of a small pole by 1 and a medium pole by 2. As for the recipe I was thinking like 1 steel and 10 copper cable.
- Sun Jan 18, 2015 8:54 pm
- Forum: Ideas and Suggestions
- Topic: [Request] New rails
- Replies: 14
- Views: 15880
Re: [Request] New rails
At the very least I would like to see smother/wider curves and 3 rail-tile wide S-curves (for making narrower passing sidings and crossovers)