Search found 10 matches

by Ommand
Sat Apr 30, 2022 11:15 pm
Forum: Modding interface requests
Topic: Control over Map Generator Settings
Replies: 2
Views: 1086

Re: Control over Map Generator Settings

Would be great to see this added!
by Ommand
Mon Apr 29, 2019 4:08 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006935

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 steel ...
by Ommand
Mon Apr 29, 2019 3:07 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006935

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?
by Ommand
Thu Apr 11, 2019 6:15 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59392

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. ...
by Ommand
Wed Mar 27, 2019 8:58 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006935

Re: [0.16] Sea Block Pack 0.2.17

Anyone done the math on the new arboretums? Still worth while for power production?
by Ommand
Wed Mar 27, 2019 1:52 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006935

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 use...
by Ommand
Tue Mar 26, 2019 5:13 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 320
Views: 151607

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.
by Ommand
Mon Mar 25, 2019 6:29 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006935

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.
by Ommand
Thu Mar 21, 2019 5:46 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1378163

Re: Development and Discussion

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?
That seems to only be the case in Seablock.
by Ommand
Thu Mar 21, 2019 4:17 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006935

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.

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