Search found 225 matches

by seronis
Mon Apr 18, 2016 1:41 am
Forum: Mods
Topic: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!
Replies: 160
Views: 122736

Re: [MOD 0.12] Color Coding - Trains, Lights, and Concrete!

That sounds like a bug with autofill not performing nil checks before accessing data.
by seronis
Sat Apr 16, 2016 7:19 pm
Forum: Mods
Topic: [MOD 0.12.x] Infinite Walker
Replies: 6
Views: 4821

Re: [MOD 0.12.x] Infinite Walker

Understood. I just posted the numbers for people who want a concrete answer and are too lazy to actually try it
by seronis
Sat Apr 16, 2016 6:07 pm
Forum: Mods
Topic: [MOD 0.13.0] Satellite Radar
Replies: 62
Views: 36780

Re: [MOD 0.12.x] Satellite Radar

Good changes. This is definitely my defacto radar mod now. Any chance you also mod Space Engineers ? I dont even have that game yet but considering getting it soon and for me it scratches the same type of playing 'itch'.
by seronis
Sat Apr 16, 2016 5:58 pm
Forum: Mods
Topic: [MOD 0.12.x] Infinite Walker
Replies: 6
Views: 4821

Re: [MOD 0.12.x] Infinite Walker

Not gonna actually walk to find out, but the largest map size is gonna be based off the type of the variable being used for coordinates. If it was a 64bit integer that would mean 9,223,372,036,854,775,808 squares from spawn point. If it was using a double precision float then while you could technic...
by seronis
Fri Apr 15, 2016 6:41 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 173866

Re: [0.12.x][v0.12.9] Bob's Warfare mod

Electronics requires the ores/mci because it doesnt make sense without them. Warfare will use default electronics or if you install bobs electronics it will use that.
by seronis
Fri Apr 15, 2016 6:13 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 173866

Re: [0.12.x][v0.12.9] Bob's Warfare mod

Seldion wrote:..stuff about being standalone..
Umm.. it already is, isnt it? The only listed dependancy in the first post is the library mod. So install it by itself if thats what you want
by seronis
Fri Apr 15, 2016 12:57 pm
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131602

Re: [MOD 0.12.26] KS Power

The problem with this is that the mod is already very CPU intensive when you have large numbers of wind turbines, Adding extra logic for more randomness to me isn't that important, As any random fluctuations in any individual turbine/are will average out anyway A fun thing to do to please these typ...
by seronis
Fri Apr 15, 2016 12:51 pm
Forum: Mods
Topic: [MOD 0.13.0] Satellite Radar
Replies: 62
Views: 36780

Re: [MOD 0.12.x] Satellite Radar

1173 satellites?! Maybe that should be more like 50 or 100? Im not the mod dev but I DO NOT think it should be any lower than that. Personally the number could be doubled or tripled IMO. There are people who have factories capable of launching multiple rockets per minute. Also the MAX EFFECT is som...
by seronis
Fri Apr 15, 2016 8:02 am
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 74
Views: 77467

Re: [MOD 0.12.X] Afraid of the dark 1.0.0

Night vision goggles should not be daylight brightness. You should be able to tell its nighttime, just let it be light enough to see. Easy tweak to make on my own copy though. Great work
by seronis
Fri Apr 15, 2016 7:59 am
Forum: Mods
Topic: [MOD 0.13.0] Satellite Radar
Replies: 62
Views: 36780

Re: [MOD 0.12.x] Satellite Radar

This is now my favorite radar mod. Thank you.
by seronis
Wed Apr 13, 2016 10:48 am
Forum: Mods
Topic: Steel Overhaul
Replies: 3
Views: 3074

Re: Steel Overhaul

Giving an actual description of 'the way' instead of merely saying 'the way' would be far more useful. Right now you say you changed steel. A long description is supposed to say HOW you changed things.
by seronis
Tue Apr 12, 2016 8:06 pm
Forum: Mods
Topic: [MOD 0.14.x] Wind Turbines - Simplistic Power Source
Replies: 28
Views: 13964

Re: [MOD 0.12.29] Wind Turbines - Changing the electricity game!

I'm uploading the latest version as attachment since the OP is using a premium file hosting site.
by seronis
Tue Apr 12, 2016 2:05 am
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43397

Re: Mod-Header Discussion (PLEASE READ)

Why do you think their badges format requires a mod to be on github? It has a generic website link which could point to any hosting site (or just to a dropbox link)
by seronis
Tue Apr 12, 2016 1:58 am
Forum: Modding discussion
Topic: Help with mod for limiting crude oil
Replies: 6
Views: 2140

Re: Help with mod for limiting crude oil

WTF does being 2 weeks old have to do with anything? Or 2 months for that matter?

If what you are responding with is relevant then ITS RELEVANT. Period. Necrobashing is bad. Necroposting is only bad if the post itself is worthless (IE: 'me too' stuff)
by seronis
Tue Apr 12, 2016 12:44 am
Forum: Questions, reviews and ratings
Topic: Mod-Header Discussion (PLEASE READ)
Replies: 63
Views: 43397

Re: Mod-Header Discussion (PLEASE READ)

While any single line looks ok, overall its an eyesore TO ME because having the badges unaligned is a distraction to reading the information they contain.
by seronis
Tue Apr 12, 2016 12:00 am
Forum: Mods
Topic: [MOD 0.12.x] Rescaled Evolution Factor
Replies: 63
Views: 34928

Re: [MOD 0.12.x] Rescaled Evolution Factor

The reason aggression needs to decay over time is otherwise once you get to a point where evolution is going up, it will go up forever even if you dont have any further aggression. The aggression should equal the impulse to increase evolution factor. Thus it needs to decay with time so that a small ...
by seronis
Mon Apr 11, 2016 3:29 am
Forum: Mods
Topic: [MOD 0.15] Greenhouse with modules 0.15.0
Replies: 8
Views: 8269

Re: [MOD 0.12.x] Greenhouse with modules 0.1.0

Pollution added? You mean pollution scrubbing added? Because growing vegetation would consume pollution not create it.
by seronis
Mon Apr 11, 2016 12:03 am
Forum: Mods
Topic: [MOD 0.12+]Unlimited upgrades_0.2.4 (04.09.16) Its back to the living
Replies: 19
Views: 40168

Re: [MOD 0.12.x]Unlimited upgrades_ on indefinite hold

The first post says "on indefinite hold" so Its not likely the mod will get updated. Its last listed compatible version was .12.2 and we're on .12.30.
by seronis
Sun Apr 10, 2016 12:10 am
Forum: Mod Packs / Libs / Special Interest
Topic: Negative Root's Mod Pack
Replies: 11
Views: 33743

Re: Negative Root's Mod Pack

all those mods are hosted on these forums If you like them just download them individually
by seronis
Sat Apr 09, 2016 11:25 am
Forum: Mods
Topic: [MOD 0.13] Water Well - pump water from the underground
Replies: 123
Views: 92104

Re: [MOD 0.12.29+] Water Well

My home runs on well water too instead of city water. And yes the issues you mentioned do apply (and our well has had to be reconditioned once in the past 20 years) but its still on the timescale of a couple decades. And thats only because its a residential well with a capacity measured in the hundr...

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