Search found 10 matches
- Sat Apr 30, 2022 11:15 pm
- Forum: Modding interface requests
- Topic: Control over Map Generator Settings
- Replies: 2
- Views: 1500
Re: Control over Map Generator Settings
Would be great to see this added!
- Mon Apr 29, 2019 4:08 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1147977
Re: [0.17] Sea Block Pack 0.3.4
So what's the deal with these new electrolyzer recipes? Are the old ones supposed to still exist? Are the new ones supposed to just be a faster but more expensive version?
The old recipe still exist but I believe it now takes longer. The new recipes are faster but require a electrode made of ...
- Mon Apr 29, 2019 3:07 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1147977
Re: [0.17] Sea Block Pack 0.3.4
So what's the deal with these new electrolyzer recipes? Are the old ones supposed to still exist? Are the new ones supposed to just be a faster but more expensive version?
- Thu Apr 11, 2019 6:15 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 70234
Re: [MOD 0.15.15+] FNEI 0.2.2
I'm not exactly sure when this started happening, but sometime recently FNEI started granting me technologies when trying to open the tech tree from within FNEI.
So I navigate through FNEI to find whatever item, click the technology to try and look at the technology tree, tech tree *does not* open ...
So I navigate through FNEI to find whatever item, click the technology to try and look at the technology tree, tech tree *does not* open ...
- Wed Mar 27, 2019 8:58 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1147977
Re: [0.16] Sea Block Pack 0.2.17
Anyone done the math on the new arboretums? Still worth while for power production?
- Wed Mar 27, 2019 1:52 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1147977
Re: [0.16] Sea Block Pack 0.2.17
It would be nice if we could get rid of the various "electrolysis" research items along with the unused "electrolyzer" 1-4 recipes.
Bob electrolyzers do get used later in the game (for example in lithium processing). It's a little annoying that you unlock them before they're useful ...
- Tue Mar 26, 2019 5:13 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 187961
Re: [MOD 0.17.x]Helmod: Assistant to plan its base.
Anyone aware of an english guide for using the updated version? It seems like the new UI is just different enough that it's confusing as all hell when trying to follow an old guide.
- Mon Mar 25, 2019 6:29 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1147977
Re: [0.16] Sea Block Pack 0.2.17
It would be nice if we could get rid of the various "electrolysis" research items along with the unused "electrolyzer" 1-4 recipes.
- Thu Mar 21, 2019 5:46 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1689006
Re: Development and Discussion
That seems to only be the case in Seablock.babioraz wrote: Thu Mar 21, 2019 4:26 pm is it intended that angel's bio processing algae mk2 farm crafting speed is the same as mk1?
- Thu Mar 21, 2019 4:17 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1147977
Re: [0.16] Sea Block Pack 0.2.17
Looks like there's a bug with Algae Farm Mk1. It has a crafting speed of 1 and power usage of 120kW, while Mk2 is crafting speed 1 and power usage of 125kW. I believe the Mk1 is meant to be crafting speed 0.5 and power usage 100kW, at least that's the default for bioprocessing.