Search found 292 matches

by Sander_Bouwhuis
Fri Apr 08, 2016 5:38 am
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 65026

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

I also got it working with v0.12.29. I did make some changes for myself though. I simply have : solar panel -> 4x solar panel = mk2 -> 4x mk2 = mk3 -> 4x mk3 = mk4 So, I only have the space advantage. Everything else is identical (so one mk3 is exactly the same as putting down 16 vanilla solar panel...
by Sander_Bouwhuis
Thu Apr 07, 2016 7:13 pm
Forum: Mods
Topic: [MOD 0.12.x] Flatland (0.12.0)
Replies: 7
Views: 8226

Re: [MOD 0.12.x] Flatland (0.12.0)

So I can start a world where the whole world has a concrete floor? (quicker walking and easier to see what you're building).
by Sander_Bouwhuis
Thu Apr 07, 2016 2:16 pm
Forum: Mods
Topic: [MOD 0.12.x] Flatland (0.12.0)
Replies: 7
Views: 8226

Re: [MOD 0.12.x] Flatland (0.12.0)

Is it only the decorative stuff? Or do you also remove forests/trees and such?

Also, what do you mean with 'concrete over water'?
by Sander_Bouwhuis
Tue Apr 05, 2016 6:03 am
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 166
Views: 55705

Re: [0.12.29] Starting in the middle of an ocean

Oh, sorry about that. Why doesn't the generator simply check whether you can reach at least, say, 100 tiles? This should be easy to fix. If there are a gazillions mentions of this bug, maybe that's a hint a lot of people encounter this problem. If this is your first play, it's VERY confusing what yo...
by Sander_Bouwhuis
Mon Apr 04, 2016 7:58 pm
Forum: Duplicates
Topic: [0.12.29] Starting in the middle of an ocean
Replies: 166
Views: 55705

[0.12.29] Starting in the middle of an ocean

I started a new game and couldn't do anything:
Ocean start.jpg
Ocean start.jpg (142.31 KiB) Viewed 10311 times
by Sander_Bouwhuis
Mon Apr 04, 2016 7:51 pm
Forum: Mods
Topic: [MOD 0.12.x] Nightvision mod
Replies: 13
Views: 17395

Re: [MOD 0.12.x] Nightvision mod

Can we change the night colour without using night vision goggles? I mean, can the default night colour be less dark? I don't really like the darkness when building factories. I do want the solar panels to have no energy output though.
by Sander_Bouwhuis
Sun Apr 03, 2016 9:06 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
Replies: 31
Views: 46827

Re: [MOD 0.12.x, 0.11.17+] Radar 2.0

Thanks HeilTec!
by Sander_Bouwhuis
Sun Apr 03, 2016 3:59 pm
Forum: Mods
Topic: [MOD 17.X] Compressed materials
Replies: 32
Views: 21437

Re: [MOD_.12.X] Compressed materials

I found a way to get this to work!

You can simply change the 'stack_size' parameters of the items. No need for complex mods or anything. I changed all the 'stack_size' parameters to 1000. Now my inventory looks clean again.

PS
You can create everything by hand if you use the above technique.
by Sander_Bouwhuis
Sun Apr 03, 2016 3:37 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 35032

Re: [MOD 0.12.x] Rescaled Evolution Factor

Aha! That makes sense.

Thanks.
by Sander_Bouwhuis
Sun Apr 03, 2016 1:42 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 35032

Re: [MOD 0.12.x] Rescaled Evolution Factor

Yes! That worked.

Sorry for being ignorant, but isn't the evolution factor in multi-player the same for every player?!? I thought it had to do with the map, not the player.
by Sander_Bouwhuis
Sun Apr 03, 2016 12:12 pm
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 35032

Re: [MOD 0.12.x] Rescaled Evolution Factor

Could you please tell me how to see what the current evolution factor is? The wiki states that you have to type this: game.player.print(game.evolution_factor) I press the ` key (the key that also has the ~) to get a command prompt en then paste the command there. Unfortunately, nothing seems to happ...
by Sander_Bouwhuis
Sat Apr 02, 2016 5:58 pm
Forum: Mods
Topic: [MOD 0.12.x] AdvancedEquipment_0.5.7
Replies: 138
Views: 122783

Re: [MOD 0.11.x] AdvancedEquipment v0.3.9

Thanks for updating!
by Sander_Bouwhuis
Sat Apr 02, 2016 1:46 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 65026

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

The mod seems to work great for me.
I made a small change so that you have a small added advantage power-wise when upgrading.

Thanks!
by Sander_Bouwhuis
Thu Mar 31, 2016 1:38 pm
Forum: Mods
Topic: [MOD 0.12, 0.13, 0.14, 0.15] Electric Furnaces
Replies: 70
Views: 92602

Re: [MOD 0.12.x] Electric Furnaces v1.3.1

How can I uninstall this mod without losing my vanilla furnaces?

I removed the mod, but now all my VANILLA furnaces are gone.
by Sander_Bouwhuis
Thu Mar 31, 2016 1:36 pm
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 65026

Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe

This sounds great! I'm getting really annoyed by the current weak solar panels.

Will give this a go.
by Sander_Bouwhuis
Fri Mar 25, 2016 8:37 am
Forum: Mods
Topic: [MOD 0.12.x] K&L Inserters
Replies: 83
Views: 61086

Re: [MOD 0.12.x] K&L Inserters

1.
Is v0.2.4 the version that has the fix you mentioned?

2.
With v0.13 your mod will work better because of something the developers added?
by Sander_Bouwhuis
Thu Mar 24, 2016 9:12 am
Forum: Mods
Topic: [MOD 0.12.x] Near Inserters v1.0.0
Replies: 14
Views: 16228

Re: [MOD 0.12.x] Near Inserters v1.0.0

I just discovered K&L inserters. I'm going to give that a try because you can choose far/near/left/right and such on placement.
by Sander_Bouwhuis
Wed Mar 23, 2016 10:15 pm
Forum: Mods
Topic: [MOD 0.12.x] Near Inserters v1.0.0
Replies: 14
Views: 16228

Re: [MOD 0.12.x] Near Inserters v1.0.0

Sir, you are a genius!
I did what you said and it seems to work!!!

Here are the fixed mods:
Near Inserters_1.0.0.zip
(83.58 KiB) Downloaded 236 times
Side Inserters_1.0.5.zip
(71.96 KiB) Downloaded 234 times
by Sander_Bouwhuis
Wed Mar 23, 2016 1:28 pm
Forum: Mods
Topic: [MOD 0.12.x] Near Inserters v1.0.0
Replies: 14
Views: 16228

Re: [MOD 0.12.x] Near Inserters v1.0.0

I find it logical that an object remains the same when you pick it up. Every other object in the game works like that.
Could you please tell me exactly how to make the changes, or perhaps release 2 versions of your mod?
by Sander_Bouwhuis
Wed Mar 23, 2016 11:58 am
Forum: Mods
Topic: [MOD 0.12.x] Near Inserters v1.0.0
Replies: 14
Views: 16228

Re: [MOD 0.12.x] Near Inserters v1.0.0

Ok, unfotunately my enthusiasm was slightly too high because I discovered a problem/bug.

How can I keep the inserters the same type? Every time I rearrange my inserters they 'forget' whether they were near or far. This is INCREDIBLY annoying.

Help? :cry:

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