Search found 225 matches
- 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.
- 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
- 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'.
- 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...
- 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.
- 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
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 wantSeldion wrote:..stuff about being standalone..
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...
- 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...
- 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
- 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.
- 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.
- 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.
- 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)
- 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)
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)
- 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.
- 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 ...
- 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.
- 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.
- 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
- 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...