Search found 225 matches
- 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
- 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 ?
- 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
- 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.
- 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...
- 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
- Sat Apr 30, 2016 12:34 am
- Forum: Frequently Suggested / Link Collections
- Topic: Frequently Suggested Ideas
- Replies: 20
- Views: 39470
Re: Frequently Suggested Ideas
were* formed.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
where = location not tense
- 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
viewforum.php?f=3
- 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...
- 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)
- 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...
- 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)
- 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...
- 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...
- 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...
- 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
- 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...
- 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.
- 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.
- 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.