TL;DR
Make map tags a priority layer on the map.
What ?
Make map tags and their icons a lot more visible and therefore more useful.
Why ?
Currently, map tags are always below other layers on the map. That doesn't make ANY sence, because (at least in my opinion) tags exist to make important ...
Search found 7 matches
- Sun Mar 17, 2019 3:16 pm
- Forum: Ideas and Suggestions
- Topic: Move map tag icon layer above everything else
- Replies: 1
- Views: 1212
- Thu Mar 14, 2019 6:10 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1189603
Re: [0.16] Sea Block Pack 0.2.17
KS power's wind power is pretty nice. Beats using solar panels for a starting power source.
Yeah, completely forgot about those. But who uses them beyond start anyways? Can incorporate something simmilar into SeaBlock mod for early game.
The lowest burner generator is admittedly shit. I haven't ...
Yeah, completely forgot about those. But who uses them beyond start anyways? Can incorporate something simmilar into SeaBlock mod for early game.
The lowest burner generator is admittedly shit. I haven't ...
- Thu Mar 14, 2019 10:12 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1189603
Re: [0.16] Sea Block Pack 0.2.17
yes gold is required a lot, but there is not much alternatives, there is no platinum or other rare metal, that can replace it ... and silver is not proper replacement. although for optical components i wast thinking about silver, but they already have glass in ...
Platinum assets are already in ...
Platinum assets are already in ...
- Thu Mar 07, 2019 9:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1778537
Re: Development and Discussion
No, IIRC it's worse than Carbon => CO2, which itself is worse than Lime => CO2.
(But lime requires quite a bit of space and furnaces, and is more complex too !)
Yeah, I use wooden pellets exactly because it takes the least space and its faster in terms of output per liquifier (also no byproducts ...
- Thu Mar 07, 2019 5:47 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1778537
Re: Development and Discussion
Well, it would make sense that different plants would be good for different things.
Would have made sense if there were only 3 plants, or more than 3 things to excel at (nutrients, ferments, oil). But in the end we have 15 plants and two of them excel at everything with a large lead.
(Also IIRC ...
- Thu Mar 07, 2019 9:55 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1778537
Re: Development and Discussion
Been playing Seablock pack for a while now. Recently started exploring alternatives for oil making, because blue algae farms seem too bulky for me. Farming seems like an alternative path (good thing I started breeding gardens very early on), so I started doing some math. Can someone confirm my ...
- Wed Oct 10, 2018 9:05 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1189603
Re: [0.16] Sea Block Pack 0.2.16
I guess it is not exactly a Sea Block related question, but is there a way to automaticly destroy certain items similar to gas\liquid voids? Certain production lines (like chlorine from Electrolyser) have an additional item output, which can fill all your warehouses after a while.