Search found 59 matches

by MiniMe943
Tue Jul 12, 2016 12:52 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339602

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.32

Anyway, I think it's totally doable to have multiple fluid types per car to match the graphic. ...essentially you just plop down 4 of them instead of one. What do folks think? Is this worth doing? Maybe I'm just too much of a stickler, but it just seems unnecessary. If you need to carry around mult...
by MiniMe943
Sun Jul 10, 2016 6:39 pm
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 339602

Re: [MOD 0.12.x|0.13] Rail Tanker - Liquid transport 1.3.32

Hey! I've been working on updating the model and wanted to know what you think of it? Ugh, I hate to say it, but that really just doesn't sit well with me. It probably has to do with the tanks being vertical like that. I mean, I suppose there's a reason we don't do that IRL either, you lose storage...
by MiniMe943
Sat Jul 09, 2016 4:44 pm
Forum: Mods
Topic: [MOD 0.12.11+] Underground mining drills
Replies: 46
Views: 38359

Re: [MOD 0.12.11+] Underground mining drills

Any word on updating for 0.13?
by MiniMe943
Sat Jul 09, 2016 4:42 pm
Forum: Mods
Topic: [MOD 0.13.X] Fractional Distillation
Replies: 22
Views: 12479

Re: [MOD 0.13.X] Fractional Distillation

So just getting this straight, does this mod just add additional recipes without messing with anything vanilla? Is it just another, more efficient way of doing things?
by MiniMe943
Sat Jul 09, 2016 1:54 am
Forum: Questions, reviews and ratings
Topic: [TREEFARM - ADDON] Caffein v0.4.0
Replies: 15
Views: 32180

Re: [TREEFARM - ADDON] Caffein v0.4.0

Blu3wolf wrote:When I get around to updating for 0.13, Ill have a look at making them craftable from something else.
Cheers, I'll be on the lookout for that then.
by MiniMe943
Fri Jul 08, 2016 3:38 am
Forum: Questions, reviews and ratings
Topic: [TREEFARM - ADDON] Caffein v0.4.0
Replies: 15
Views: 32180

Re: [TREEFARM - ADDON] Caffein v0.4.0

How do you get the tea and coffee seeds? I think you're supposed to get them when you research, but that doesn't really work. I think there needs to be a different way to get them naturally.
by MiniMe943
Fri Jul 08, 2016 2:35 am
Forum: MoMods
Topic: Moving Mods to offical mod site.
Replies: 2
Views: 9298

Re: Moving Mods to offical mod site.

I still check the forums mainly for mods, so it'd be nice to have some activity here regarding development. I don't want this thread to be completely ditched over the mod portal. Side note, what is the future of MoMods? I'm really curious because it was the first set of mods I ever downloaded back i...
by MiniMe943
Wed Jul 06, 2016 6:06 pm
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94546

Re: Treefarm Download

So now that 0.13 is out, and mod threads have been deprecated in favor of the mod portal, Im not going to be updating this thread with the new releases any more. New releases will still be made to the GitHub page, and they will still be (mostly) uploaded to the mod portal site, but notifications wi...
by MiniMe943
Tue Jun 28, 2016 6:08 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282224

Re: [MOD 0.13] Robot Army. 0.1.41 Released!

kyranzor wrote:...with huge performance improvements as well.
Shut the front door. Please elaborate on this? Can we now drop 100 battle droids without dropping the UPS? I'm super curious to know the extent of these performance improvements.
by MiniMe943
Sun Jun 26, 2016 11:00 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123089

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

When 0.13 drops on Monday, what's going to happen with this mod? How long before this mod is compatible with the new trains?
by MiniMe943
Sun Jun 26, 2016 6:07 am
Forum: Mods
Topic: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17
Replies: 161
Views: 130875

Re: [MOD 0.12.12+] YARM (Yet Another Resource Monitor) v0.7.17

The icons that someone made a couple pages back aren't in 0.7.17? Why is that?
by MiniMe943
Sat Jun 25, 2016 8:34 pm
Forum: Mods
Topic: [MOD 0.15.3] Pollution Damage 0.0.3
Replies: 10
Views: 10506

Re: [MOD 0.12.35+] Pollution Damage 0.0.1

An interesting mod, but this would be the death of me. My highest pollution area is sitting around 7000.
by MiniMe943
Thu Jun 23, 2016 8:54 am
Forum: Mods
Topic: [MOD 0.12.11+] Initial Map Scan
Replies: 33
Views: 35714

Re: [MOD 0.12.11+] Initial Map Scan

Klonan wrote:The base game now scans a large area around the player, so i feel like this mod is only marginally useful now
This mod allows you to customize the radius that is scanned. I don't think it overwrites the base scan, but if you want to scan a larger area than vanilla, you can still do that.
by MiniMe943
Tue Jun 07, 2016 4:40 am
Forum: MoMods
Topic: (0.15.10) MoWeather 0.4.0
Replies: 50
Views: 53035

Re: (0.12.35) MoWeather 0.3.073

ludsoe wrote:BugFix 0.3.073 Released.

Lowered weather chances drastically, they are 1/10th of what they used to be.
Honestly this is the change I appreciate the most, the weather changed ridiculously fast before.
by MiniMe943
Tue Jun 07, 2016 4:22 am
Forum: Mods
Topic: [MOD 0.12.x] Wood Floor 0.1.0
Replies: 7
Views: 4150

Re: [MOD 0.12.x] Wood Floor 0.1.0

Holy crap! This is genius! Why has no one done this before? This mod coupled with TreeFarm? Yes please.
by MiniMe943
Mon May 30, 2016 1:09 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 123089

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

steinio wrote:If the author decides to implement colored pipes, maybe he can orientate at better fluid colors?
I think if colored pipes are implemented in this mod, they're going to follow the same color scheme as everything already present in the mod.
by MiniMe943
Sat May 28, 2016 5:03 pm
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 123521

Re: [MOD 0.12.X] Big Bags 1.0.8

binbinhfr wrote:

Code: Select all

-- my_stack_offset = 100	-- multiply every stack size by 5 and add 100
--- my_stack_factor = 5  	

Oh! You have to have three dashes? Well, in that case, I can't code, and yes, it worked. Thanks. :)
by MiniMe943
Sat May 28, 2016 9:05 am
Forum: Mods
Topic: [MOD 0.13] Big Bags - more space in your bags
Replies: 205
Views: 123521

Re: [MOD 0.12.X] Big Bags 1.0.8

Whenever I try changing the config to use the option that doesn't change stack sizes, i.e. my_stack_offset = 0 and my_stack_factor = 1, I get an error saying "data-final-fixes.lua.5: attempt to perform arithmetic on local 'factor' (a nil value)".
by MiniMe943
Tue May 10, 2016 3:18 pm
Forum: Mods
Topic: [MOD 0.15.0+] Big Brother 0.4.2 - Radar & Surveillance
Replies: 36
Views: 32273

Re: [MOD 0.12.20+] Big Brother 0.2.0 - Radar & Surveillance

So with all the upgrades, the radar has an extra 27 sectors of range, and 675 kW of power consumption?

It might be nice to put the stats of a fully upgraded radar in the description somewhere, or at the very least, add some images to show what it looks like having all the upgrades.
by MiniMe943
Tue May 03, 2016 3:29 pm
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94546

Re: Treefarm Lite Version 0.3.7

Blu3wolf wrote:Treefarm Lite Version 0.3.7 can be now downloaded from Github here: https://github.com/Blu3wolf/Treefarm-Lite/releases

This version fixes a bug causing some treefarms to stop updating, as well as some minor spelling fixes.
Spelling fixes? Very nice. Keep the updates coming. :D

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