Search found 21 matches

by Shanix
Sun Dec 20, 2015 4:26 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131927

Re: KS Power

Discovering this mod.

It's everything I ever wanted, and it's better balanced too. I love having the burner generator near start, makes things move faster and it just feels right.

Good work to everyone.
by Shanix
Tue Jul 28, 2015 4:53 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

Right, just tested with only your mod, Time Buttons, and WaiTex texture pack. Same problem, it the chests will work on start but after saving and loading the error persists. This is all working for you mate? You haven't had any of these problems? Oh, so I didn't realize that 0.12.1 released and my ...
by Shanix
Tue Jul 28, 2015 3:46 pm
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197209

Re: General Discussion

Yeah, I get that, I really do, but it's essentially saying 'changes' in the changelog. Yeah, we get it, there are changes, but we want to know what changed. What if you nerfed the steam engines to half their current output? I'd want to know that ahead of time. I mean mate, if can't remember, I coul...
by Shanix
Tue Jul 28, 2015 6:44 am
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197209

Re: General Discussion

In the changelog, would it be possible to get more than 'balance changes' as changes? I'd like to know what was balanced before downloading the new version, so I can prepare for something like power generation lowered or something along those lines, you know? Is just recipes, technology cost, but i...
by Shanix
Tue Jul 28, 2015 2:34 am
Forum: 5dim's mod
Topic: General Discussion
Replies: 293
Views: 197209

Re: General Discussion

In the changelog, would it be possible to get more than 'balance changes' as changes? I'd like to know what was balanced before downloading the new version, so I can prepare for something like power generation lowered or something along those lines, you know?
by Shanix
Sun Jul 26, 2015 7:02 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

Loading a save, replacing all chests, saving and loading does nothing. Starting a new save does allow for the chests to be used, however on save/load it bugs out with the usual bad localised item name. With your mod disabled, I'm unable to load a save - Unknown Modifier type "240" What I'...
by Shanix
Sun Jul 26, 2015 3:53 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

It's pretty regular for me. data.lua works fine, save loads. data-final-fixes.lua won't load, the error says it is unreadable. Possibly based on how the mods are loaded in? Might be based on how you process all the items to be loaded in? I just posted a new version that implements this, if you coul...
by Shanix
Sun Jul 26, 2015 6:04 am
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

It's pretty regular for me. data.lua works fine, save loads. data-final-fixes.lua won't load, the error says it is unreadable. Possibly based on how the mods are loaded in? Might be based on how you process all the items to be loaded in? I just posted a new version that implements this, if you coul...
by Shanix
Sun Jul 26, 2015 4:18 am
Forum: Mods
Topic: [0.16.50] Dark Matter Replicators
Replies: 77
Views: 72037

Re: [0.12.1]Dark Matter Replicators

I love this fork. I absolutely love this. From the flavor text to additional recipes to the balancing, I'll be honest, this is superior to both of the other replicators to exist. Seriously though, that flavor text, it's great. I love the names of the research, it's the first time I've ever felt imme...
by Shanix
Sat Jul 25, 2015 11:39 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

Coopmaster you should also be able to fix the bug by renaming data.lua to data-final-fixes.lua. This makes sure that your mod makes styles after all other mods have made their entities. Oh, wow I didn't know about that. Thanks a lot, I'll implement that in the next version. Just a note on this, if ...
by Shanix
Sat Jul 25, 2015 10:49 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

Coopmaster you should also be able to fix the bug by renaming data.lua to data-final-fixes.lua. This makes sure that your mod makes styles after all other mods have made their entities. Oh, wow I didn't know about that. Thanks a lot, I'll implement that in the next version. Just a note on this, if ...
by Shanix
Sat Jul 25, 2015 10:19 pm
Forum: Mods
Topic: [MOD 0.12.x] CyberChest 0.9.1 (ported by jorgenRe)
Replies: 68
Views: 48392

Re: [Mod 0.12] CyberChest 0.9.1 (ported by jorgenRe)

Does ground pickup work now?
by Shanix
Sat Jul 25, 2015 4:17 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

At first, I did not realize the steps needed for 'compatibility', and when I used the selling chest, it sold wood(logs from cutting trees) just fine. After I went through and updated all of the mods I have, the initial trade value I had stored was erased, and now wood seems to have no value and doe...
by Shanix
Fri Jul 24, 2015 4:19 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

Hi there :) Someone reported this to me when hes using my modpack :) Could you look into it? Thanks! Now i read in a bit about the mod compatibility fix.. But I don't think thats related to this o.o If I am stupid and you already fixed it please tell me so xD haha. Sorry I've been crazy busy gettin...
by Shanix
Thu Jul 23, 2015 4:09 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

Alright, I guess only doing it for some wasn't good enough, I'll try it for all my mods and see what happens.

EDIT: Yep, I'm just dumb and didn't set everything to be compatible. What a twist.
by Shanix
Thu Jul 23, 2015 12:05 am
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

Anyone else having an error when opening the Buy Chest? I get an error that game.get_localised_item_name(gt_glob.buyingtradingchests_itemselected[item_index]) is a nil value when opening, and when closing I get an error saying game.player.gui.left.item_selection.destroy() is a nil value as well. Li...
by Shanix
Wed Jul 22, 2015 4:36 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

Anyone else having an error when opening the Buy Chest? I get an error that game.get_localised_item_name(gt_glob.buyingtradingchests_itemselected[item_index]) is a nil value when opening, and when closing I get an error saying game.player.gui.left.item_selection.destroy() is a nil value as well. Li...
by Shanix
Wed Jul 22, 2015 3:42 pm
Forum: Mods
Topic: [MOD 0.12.X] Galactic Trade
Replies: 179
Views: 122476

Re: [0.12]Galactic Trade

Anyone else having an error when opening the Buy Chest? I get an error that game.get_localised_item_name(gt_glob.buyingtradingchests_itemselected[item_index]) is a nil value when opening, and when closing I get an error saying game.player.gui.left.item_selection.destroy() is a nil value as well. Lin...
by Shanix
Tue Jul 21, 2015 11:51 pm
Forum: Mods
Topic: [MOD 0.15+] Bucket Wheel Excavator 0.3.6(1st October)
Replies: 70
Views: 85861

Re: [0.12.0] Bucket Wheel Excavator 0.3.1(Its safe)

Anyone else getting an error when placing a burner mining drill? For some reason it's not assigning anything to ent in the control file, and failing to do anything on line 41. EDIT: Also stone furnace. I got a bad feeling about this... EDIT 2: Line 40, change from createdentity -> created_entity. So...
by Shanix
Sun Jul 05, 2015 11:51 pm
Forum: Mods
Topic: [WIP][0.11.22] Homeworld
Replies: 22
Views: 28106

Re: [WIP][0.11.22] Homeworld

Looking at some of my old factories, I'd say those values are reasonable. I've hit ~5k/min on iron and copper plates before, but I've never had that high of stone input without running out in a few minutes. I'd venture and say those are viable values.

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