Search found 33 matches

by gendalf
Sat Apr 23, 2016 9:24 am
Forum: Mods
Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Replies: 69
Views: 64850

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

Why do the panels and accumulators scale so badly? like 1 mk3 pannel is wasting 540kw since it takes 25 panels to make.
The only thing vanila panels require is space, which in free mode is unlimited. I'd like to have a more correctly scaled version of the mod. :P
by gendalf
Fri Apr 22, 2016 4:04 pm
Forum: Mods
Topic: [MOD 0.13.x] Bridge Railway
Replies: 16
Views: 16697

Re: [MOD 0.12.x] Bridge Railway

Zeeth_Kyrah wrote: There actually is a concrete bridges mod! I like to use these two together for this reason. :)
Zeeth_Kyrah, link?
by gendalf
Wed Apr 20, 2016 11:02 am
Forum: Mods
Topic: [MOD 0.13.x] Bridge Railway
Replies: 16
Views: 16697

Re: [MOD 0.12.x] Bridge Railway

this is kinda pointless without the ability to walk on water :/ Can you make the bridges walkable or suggest a mod that allows to walk on water?
by gendalf
Mon Apr 18, 2016 7:25 pm
Forum: Mods
Topic: [MOD 0.12.30+] VanillaΣx (Vehicles, Defense, Energy & More!)
Replies: 63
Views: 43368

Re: [MOD 0.12.30+] Vanilla++ (Vehicles, Defense, Energy & More!)

can you make the non-military (upgraded solar pannels and accumulators) as a separate download? (or suggest a working compact power mod :P)
by gendalf
Mon Apr 18, 2016 10:29 am
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48633

Re: [MOD 0.11.6] Compact Power

idk if there are any other working compact mods
by gendalf
Sun Apr 17, 2016 1:08 pm
Forum: Mods
Topic: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)
Replies: 85
Views: 85598

Re: [MOD 0.11.x] Peace Mod (With new way to get alien artifacts)

I get that regular guns have no use, but why remove tanks, rocket launchers..
by gendalf
Fri Apr 15, 2016 4:39 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311835

Re: MOD [0.12.28+] Bio-Farm 0.6.1 - Tree Farming Mod

unknown key:"recipe name.bf-seedling"
making fertilizer x100 seems wasteful, compared to x5. Coal processing 2 is just an upgrade step? (it's wasteful).
by gendalf
Fri Apr 15, 2016 12:23 pm
Forum: Mods
Topic: [MOD 0.16] Compact Power
Replies: 43
Views: 48633

Re: [MOD 0.11.6] Compact Power

The only thing you're saving on building them is space and some electricity poles. so.. Can you make a version that would take the same amount of panels as the energy output you get? = 10 lower tier panels (+ the same as before circuits&research pack) for the mk2 ..
by gendalf
Mon Apr 04, 2016 5:16 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311835

Re: MOD [0.12.28+] Bio-Farm 0.5.1 - Tree Farming Mod

it feels extremely slow and pointless :P is there even charcoal and stuff?
by gendalf
Mon Apr 04, 2016 4:59 pm
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94421

Re: Treefarm Download

Can Treefarm-AC be used in 0.12.29? it's still 0.2.3
by gendalf
Sun Mar 27, 2016 11:37 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 311835

Re: MOD [0.12.28+] Bio-Farm 0.5.0 - Tree Farming Mod

I have 1 farm - it shows twice in electricity consumption and once in electricity production (producing up to 100kw).. why?
by gendalf
Thu Feb 25, 2016 11:11 pm
Forum: Mods
Topic: Treefarm Download
Replies: 117
Views: 94421

Re: Treefarm Download

can play but can't load saves afterwards:
Unknown key:"Error while running the on_load: __Treefarm-Lite__/control.lua:58: attempt to index global 'game' (a nil value)"
by gendalf
Thu Feb 25, 2016 9:59 pm
Forum: Mods
Topic: vzy's Mods Overview.
Replies: 9
Views: 29677

Re: vzy's Mods Overview.

game: 0.12.24

crashes on launch:
"__vzyFluidBarrelizer__/.../alien-goo-barrel.png not found"

shows an error message whenever I'm trying to start any game:
__vzyElectricTrains__/control.lua:2: attempt to index global 'game' (a nil value)

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