Search found 18 matches
- Sat Jun 30, 2018 1:51 am
- Forum: News
- Topic: Friday Facts #249 - Dead end exploration
- Replies: 206
- Views: 79739
Re: Friday Facts #249 - Dead end exploration
After reading it all i like option 2 the best, and you could disallow two blueprints that are linked to each-other in the library but i LOVE the idea of the library and books being a grid that you get to arrange yourself to find then more easily. but even if there was no linking just being able to o...
- Mon Mar 19, 2018 9:32 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154564
Re: [MOD 0.16.x] Modular Armor Revamp
if you were wanting to get the coils working in other things than the armour, maybe you could have a look in the code for "Induction Charging" by Raeon. i've been using that alongside this mod, and it works to charge my suit and car/tank/train grids. if there is one suggestion i could make...
- Sun Sep 17, 2017 8:10 pm
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 54828
Re: [MOD 0.15] Vehicle Wagon 1.1.2
not been playing for a while now because i was a bit burned out and there were a few mods that just didn't quite mesh properly. and i was wondering if one i didn't think of like this one could help me out with my problem. and that is power; vehicle grid power / charging. i have a couple different mo...
- Sun May 28, 2017 3:30 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343413
Re: MOD [ 0.15.x] Bio-Industries 1.6.3
Hay dude bro, β₯ this mod. its so nice someone took over from the original treefarm and i like how you have gone with it. i have one big suggestion / ask as well. MrP123 made BridgeRailway, but is not going to update it because he thinks its obsolete because of landfill while he is sort of right i wo...
- Mon May 22, 2017 10:20 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154564
Re: [MOD 0.15.x] Modular Armor Revamp
Yeah that would be sick, but to be perfectly honest i think id prefer it if it just used it from the inventory sort of like how the robo-port uses the bots from your inventory then at-least it will take up space in your suite if it isn't using much power, and in-module storage would mean it could ru...
- Mon May 22, 2017 9:05 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154564
Re: [MOD 0.15.x] Modular Armor Revamp
Oh, well i actually wasn't aware the conduits were only 2% and i haven't got far enough in my modded 0.15 [not even fully automated science yet] but i was sad to see them not in the tech tree. i will probably end-up getting that mod, and maybe i will even pitch him my idea of a charging pad as it se...
- Mon May 22, 2017 8:27 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154564
Re: [MOD 0.15.x] Modular Armor Revamp
yeah that's the one i saw you mention previously but 50% efficiency seems pretty lame, it does make some sense if its going to be wireless. and i could just go in and change the numbers but that wouldn't seem right either. also the charge speed seems like it would take forever to get to full power
- Mon May 22, 2017 8:04 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154564
Re: [MOD 0.15.x] Modular Armor Revamp
Is there any chance of adding a charging station instead of me having to download another mod that ads more than what i want ? I'm thinking of some sort of charging pad i can stand on maybe 2x2 then i can have one of those in the same places i tend to put my car-parking spaces and resupply chests at...
Re: [MOD 0.12.26] KS Power
1. To unbarrel the assembling machine needs electricity, which the diesel generator generates - if you had a power failure for whatever reason, what would you do then? Personally i would have a storage tank for each bank of generators so i would have some time before a total power failure, also if ...
Re: [MOD 0.12.26] KS Power
It would be nice to have that recipe for barrel ingredients and unbarreling now I have to unbarrel the diesel before I can put it in the generator. Is it eventually possible, that the generator accepts also the barreled diesel? That would be awesome. Also I think it shouldn't cars don't take barrels...
Re: [MOD 0.12.20] KS Power
You can use a small pump to pull diesel out of it though, lets call that balanced ;) Well at least that's something, it might help me actually just to get them arranged a little better but what about barreling the diesel ? or is there maybe another mod that already does that and is compatible with ...
Re: [MOD 0.12.20] KS Power
Hay i just started using this mod, i'm pleasantly surprised, the only things i can say, suggestions more than anything. the Diesel Generator is realy nice but it doesn't seem to pass the diesel out the other side into a pipe but it will go into another generator ? also i would love to be able to bar...
- Tue Mar 01, 2016 4:12 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343413
Re: MOD [0.12.11+] Bio-Farm 0.4.1 - Tree Farming Mod
Yes i am trying to use the green science pack with it and that could well be the cause of the issue, the author also wanted to find a way of making the recipes with the packs faster with crafting speed but instead could just change the length of time of the recipe itself and keeping the ratio's the ...
- Sun Feb 28, 2016 4:06 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 343413
Re: MOD [0.12.11+] Bio-Farm 0.4.1 - Tree Farming Mod
Ok so i have V 0.4.1 and i swapped my farms over to use the science pack 2's and my whole factory died a couple nights later because i was out of power from lack of wood not letting my steam engines top up my power, is seems like the reached the end of the production cycle using up the packs and sap...
- Fri Sep 04, 2015 12:21 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 154564
Re: [MOD 0.12.x] Modular Armor Revamp
A quick look at bob's warfare says that it isn't really possible for it to be compatible. not fully anyhow. Aside from the custom fusion reactor, and id collision between our batteries, I don't really know how to resolve that mess. Both mods overwrite some of the tech as well. That said, I have som...
- Fri Sep 04, 2015 12:02 am
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] freeze every 4 seconds
- Replies: 10
- Views: 10451
Re: [0.12.4] [kovarex] freeze every 4 seconds
i have edited my last post with some more detailskovarex wrote: Well, if you upload the folder with your mods somewhere, I could at least try to reproduce it.
is there a way i can pm you the mods folder ? i zipped all the mods into a folder on my dropbox
- Sat Aug 29, 2015 9:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.12.4] [kovarex] freeze every 4 seconds
- Replies: 10
- Views: 10451
Re: [0.12.4] [kovarex] freeze every 4 seconds
i think i might be getting the same thing as this, i am playing with all of bob's mods which hasn't been a problem before and a few much smaller helper mods; i can post a list of those if i can edit the post am not on my main pc, but it was small freezes every few seconds from the very start of star...
- Sat Aug 15, 2015 9:42 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Power mod
- Replies: 102
- Views: 133944
Re: [0.11.22/0.12.x][v0.12.2] Bob's Power mod
The problem with the closed loop is both that the efficiency of the boiler/steam engine is too high, and that the energy cost of electrolysis is way too low. It actually makes sense to use hydrogen for fuel, but that should not yield more energy than it took to make it. Actually it SHOULD make more...