Search found 225 matches

by seronis
Wed May 04, 2016 6:44 pm
Forum: Mods
Topic: [MOD 0.12.x] SolarSatellites
Replies: 16
Views: 29433

Re: [MOD 0.12.x] SolarSatellites

How big? When it comes to trivial things a lot of coders are gonna end up writting the exact same thing. Get off your high horse
by seronis
Wed May 04, 2016 6:42 pm
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 287470

Re: [MOD 0.12.x] Landfill (2.1.7)

Did you put a bomb on that little island and see if it blows up ?
by seronis
Sun May 01, 2016 7:18 pm
Forum: Implemented Suggestions
Topic: Remove _version requirement from mod folder/zip names
Replies: 4
Views: 1637

Re: Remove _version requirement from mod folder/zip names

It allows people looking at the mods be able to tell what version they have at a glance without having to open any files. Personally i've wished that other games required this. I absolutely do not want the requirement lifted
by seronis
Sun May 01, 2016 7:13 pm
Forum: Modding help
Topic: Detrivializing research?
Replies: 4
Views: 1315

Re: Detrivializing research?

Nice clarifictions. If you ever get something done I'll definitely try it out for a game or three.
by seronis
Sun May 01, 2016 7:01 pm
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 10456

Re: [MOD 0.12.29+] OverMods - Useful Utilities

Modifications are allowed but must not be distributed You should rephrase that. You dont have the right to limit modifcations on personal copies at all. OF COURSE they're allowed as anyone can do whatever they want with anything on their own computer. If you have to explicitely mention modification...
by seronis
Sun May 01, 2016 6:51 pm
Forum: Mod Packs / Libs / Special Interest
Topic: [0.12.X] Biter-Friendly Rails
Replies: 36
Views: 22066

Re: [0.12.X] Biter-Friendly Rails

You can use blueprints fine. Just not blueprints with rails since rails are no longer player owned but neutral force. But I dont expect logic from someone who doesnt understand how capitalization works
by seronis
Sat Apr 30, 2016 12:34 am
Forum: Frequently Suggested / Link Collections
Topic: Frequently Suggested Ideas
Replies: 20
Views: 39470

Re: Frequently Suggested Ideas

ChickenFuzzNuts wrote:there should be a boss somewhere random in the world, something like a queen alien or king maybe as no one really knows where the aliens came from as we all know its their home planet but there's no real context on how they where formed on the planet
were* formed.

where = location not tense
by seronis
Sat Apr 30, 2016 12:31 am
Forum: General discussion
Topic: I somehow am able to get the next update?
Replies: 2
Views: 1052

Re: I somehow am able to get the next update?

Except it is out and has been out since 751am. Roughly 12 hours before you posted this
viewforum.php?f=3
by seronis
Sat Apr 30, 2016 12:14 am
Forum: Modding help
Topic: Detrivializing research?
Replies: 4
Views: 1315

Re: Detrivializing research?

Detrivializing research is a hard topic because the entire factory you build (90% of it) is for your research. Think of it this way: what items in the game do you need to survive and progress? My list comes to: 1. walls 2. turrets 3. ammo / power for turrets 4. rocket to achieve victory So theoretic...
by seronis
Fri Apr 29, 2016 11:57 pm
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 287470

Re: [MOD 0.12.x] Landfill (2.1.7)

In that case once you see his mod is loaded cant you just set the stone entity to have a zero spawn rate instead of deleting it? Bobs mods has ores that dont spawn under some configurations (nickle)
by seronis
Fri Apr 29, 2016 8:23 pm
Forum: Mods
Topic: [MOD 1.1] Oxygen
Replies: 88
Views: 85426

Re: [MOD 0.12.+] Oxygen

there are trees there and any living being needs oxygen to survive there has to be oxygen over there *facepalm* OUR known life requires oxygen. That doesnt mean in the least that all life needs oxygen. There are microbial varieties of life on earth that dont require oxygen in their life cycle. If t...
by seronis
Fri Apr 29, 2016 8:18 pm
Forum: Mods
Topic: G.A.C.K.I.T
Replies: 4
Views: 3116

Re: G.A.C.K.I.T

Love it. Only change id do is have it plant a forrest of seedlings that grow into trees after a few days. Potentially grow faster the more pollution they are absorbing (the more food available for them)
by seronis
Fri Apr 29, 2016 8:11 pm
Forum: Mods
Topic: [MOD 0.12.x] Landfill (2.1.7)
Replies: 197
Views: 287470

Re: [MOD 0.12.x] Landfill (2.1.7)

What? no it's not. It goes until it can't find more water. It was the Finite Water mod that had the short circuit feature. Would probably be a good idea to have something similar here too. So removing the stone entity with my mod apparently breaks the landfill mod and crashes the game. Any solution...
by seronis
Thu Apr 28, 2016 6:35 pm
Forum: Won't implement
Topic: Entity/component model in prototypes
Replies: 15
Views: 8424

Re: Entity/component model in prototypes

Everything I look at online is always a concept - some person or group talking about the idea of a component based system. I've never actually seen anyone implement it. I've heard KSP uses some such system but KSP is a prime example of poor performance with no scalability. Don't take that wrong - i...
by seronis
Wed Apr 27, 2016 9:55 pm
Forum: Modding help
Topic: Error: ')' expected (to close... has been clarified :)
Replies: 8
Views: 2650

Re: Error: ')' expected (to close '(' at line 1) near 'end'

isnt findentities a function? You're just placing a multidimensional table after it. ie you use: game.findentities{{ stuff },{stuff}} instead of (what i think you're supposed to use there) game.findentities({stuff},{stuff}) Thats not your error though. I think your error is caused by mismatched numb...
by seronis
Wed Apr 27, 2016 9:42 pm
Forum: Modding help
Topic: Error: ')' expected (to close... has been clarified :)
Replies: 8
Views: 2650

Re: Error: ')' expected (to close '(' at line 1) near 'end'

You forgot to show the error itself
by seronis
Wed Apr 27, 2016 7:14 pm
Forum: Bob's mods
Topic: Review of Bob's Mods with Suggestions
Replies: 12
Views: 7453

Re: Review of Bob's Mods with Suggestions

Having tier progressions that are just speed and efficiency isnt a bad thing. For people with older hardware it is sometimes flat out impossible to build bigger bases without having the entire game come to a crawl. Those higher tier factories that you think are so wasteful and pointless are the only...
by seronis
Wed Apr 27, 2016 6:50 pm
Forum: Mods
Topic: [MOD 0.15] Satellite Uplink Station 1.1.1
Replies: 106
Views: 96637

Re: [MOD 0.12.30] Satellite Uplink Station 0.1.3

Fast movement good. Similar idea is could just allow the GUI to have a list of all constructed uplink stations and you can click their name to instantly move the camera to that location.
by seronis
Wed Apr 27, 2016 4:31 am
Forum: Gameplay Help
Topic: great tutorials guys
Replies: 1
Views: 1006

Re: great tutorials guys

I believe there is already a combat robots mod.
by seronis
Wed Apr 27, 2016 4:16 am
Forum: Gameplay Help
Topic: water problem
Replies: 2
Views: 1324

Re: water problem

1 tile. Pumps move water from one side to the other side without allowing backflow. After that the normal water physics does the work and fluids flow from a location of less free space to a location with more free space. Pretty much same way pumps work in real life.

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