Search found 47 matches

by Lurkily
Fri Jan 22, 2016 9:51 pm
Forum: Mods
Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
Replies: 62
Views: 71697

Re: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges

Be nice if there were a way it could lay belts as it advances, and suck resources from the belts. Even the logistics-enabled ones require you to babysit them along with roboports, especially when bridging wide gulfs of water.
by Lurkily
Mon Jan 18, 2016 1:57 am
Forum: Mods
Topic: [MOD 0.12.20+] Packager 0.2.1
Replies: 18
Views: 29835

Re: [MOD 0.12.20+] Packager 0.2.1

So. A solution to the obvious problem. Add all the items together - in the example before, a stack of iron plates (100) and a stack of copper cable, with the 60% bonus, and divide by the number of items going into the box to get the average. In this case, a stack of packed iron plates should be 120 ...
by Lurkily
Sun Jan 17, 2016 5:52 am
Forum: Ideas and Requests For Mods
Topic: Gameplay Idea: Please the gods.
Replies: 4
Views: 12084

Re: Gameplay Idea: Please the gods.

I was thinking about this myself. There was a mod out there somewhere, homeworld something or other, which requires you to support a homeworld by basically sacrificing goods - the issue I have with it is that it introduces a lot of new items and recipes, where I'm only looking for the introduction o...
by Lurkily
Sun Jan 17, 2016 5:27 am
Forum: Mods
Topic: [MOD 0.12.20+] Packager 0.2.1
Replies: 18
Views: 29835

Re: [MOD 0.12.20+] Packager 0.2.1

For a start, short-term, what about prefab blueprints for common packages? For instance, science 1, 2, and 3 ingredients packed into a box would help me immensely - I could just pour Science 'kits' onto a belt, load them into an unpacker, which is loaded directly to factories to make science. Ideall...
by Lurkily
Thu Jan 14, 2016 1:27 pm
Forum: Mods
Topic: [MOD 0.12.20] Complete research overhaul
Replies: 9
Views: 26562

Re: [MOD 0.12.20] Complete research overhaul

I had an issue where I started a game, then reloaded it, and once I reloaded the game, all technologies reverted to requiring the original science packs. Hrm? This makes my old research facility (in it's budding stages, thankfully,) quite useless.
by Lurkily
Wed Jan 13, 2016 11:59 pm
Forum: Mods
Topic: [MOD 0.12.20+] Packager 0.2.1
Replies: 18
Views: 29835

Re: [MOD 0.12.8+] Packager 0.1.3

I can see a use for mixed boxes, if and only if you can specify EXACTLY what ratio of items go into them. If I had to deliver six items in a specific ratio to a factory, it could take those items, in that ratio, directly out of an unboxer, or off a belt fed by an unboxer. This use would only functio...
by Lurkily
Mon Jan 11, 2016 2:03 am
Forum: Mods
Topic: [MOD 0.12.20] Complete research overhaul
Replies: 9
Views: 26562

Re: [MOD 0.12.20] Complete research overhaul

I like this concept a lot, but red packs should cost something . . . even if it's just high fuel consumption. (or lots of electricity, which often amounts to the same thing.) Beyond that, I like this a lot. A lot a lot. I always thought that the basic packs should be a vital component of the more ad...

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