Search found 159 matches

by NoriSilverrage
Mon Jun 06, 2016 9:25 pm
Forum: Mods
Topic: [MOD 0.12.x] Kilo-, Mega-, Giga- / kmg-coal 0.1.8
Replies: 7
Views: 4439

Re: [MOD 0.12.x] Kilo-, Mega-, Giga- / kmg-coal 0.1.8

This is kind of interesting and I like the graphics.. But dang those amounts are insanity. A 8MJ piece of coal will last for around 13s at full burn in a boiler (a little less, but for sake of argument). So your kilocoal will last for 13,000 seconds, or 3.61 hours. The megacoal will last for 3610 ho...
by NoriSilverrage
Mon Jun 06, 2016 9:20 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 174988

Re: Smart, dynamic train deliveries with combinator Magick

Could multiple depots work with something like a bitmask? Give stations a number then logical-AND that number with some bits that represent the depot(s) that should service the station, and have the depots filter the requests and availables they listen to based on that bitmask. I was kind of wonder...
by NoriSilverrage
Mon Jun 06, 2016 3:08 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 174988

Re: Smart, dynamic train deliveries with combinator Magick

So some probably dumb questions. Was fooling around with this last night and was wondering if it is possible to have more than 1 depot? I'm guessing if the yellow signal was change to say red then it could work right? The short answer to that is "no". The slightly longer answer is, that i...
by NoriSilverrage
Sun Jun 05, 2016 2:01 pm
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 174988

Re: Smart, dynamic train deliveries with combinator Magick

So some probably dumb questions. Was fooling around with this last night and was wondering if it is possible to have more than 1 depot? I'm guessing if the yellow signal was change to say red then it could work right?
Is there a limit to the number of stations usable?
by NoriSilverrage
Fri Jun 03, 2016 12:49 am
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 97
Views: 36652

Re: Allow Modular Armor to Gain Energy from Electric Network

Yep, it'd be great. Make it take solid fuel/coal and produce a decent amount of power.
by NoriSilverrage
Thu Jun 02, 2016 11:59 pm
Forum: Ideas and Suggestions
Topic: Local power connector module for modular armor
Replies: 97
Views: 36652

Re: Allow Modular Armor to Gain Energy from Electric Network

Agreed. the first module armor is in a weird spot.
Personally i think there should be a burner generator too unlocked at the same time as the armor.

Modular Armor revamp has some excellent ideas and I hope some of them make it to the game.
by NoriSilverrage
Thu Jun 02, 2016 8:29 pm
Forum: General discussion
Topic: Come and Guess #2: Stable Version of 0.13
Replies: 78
Views: 38807

Re: I need 0.13 in my life

I'm keeping my current save. 150h+ and I got a ways to go.
by NoriSilverrage
Wed Jun 01, 2016 4:30 am
Forum: Combinator Creations
Topic: Smart Train Deliveries with Combinator Magick [0.13/0.14]
Replies: 418
Views: 174988

Re: Smart, dynamic train deliveries with combinator Magick

Looked at the demo. Pretty nice stuff. One thing I was wondering though is in the smelting area, if I take all of the iron ore the setup ends up needing 3 trains to get it back up to 300 despite the trains taking 200+. I'm not sure if that was/is just a simple setting though. Also if the smelting ar...
by NoriSilverrage
Sun May 29, 2016 7:12 pm
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 120617

Re: [MOD 0.12.x] HardCrafting 0.3.14

I like this mod a lot, but the early iron smelting is infuriating. It basically means you need to get some form of smart inserters, otherwise furnaces get stuck when 1 iron ore is inside, and the inserter picks up a nugget which doesn't fit in the furnace anymore. I used the smart inserters mod to ...
by NoriSilverrage
Fri May 27, 2016 7:50 pm
Forum: General discussion
Topic: Well its Friday so ........
Replies: 25
Views: 8480

Re: Well its Friday so ........

They've gotta get a huge traffic spike on Fridays.. Though how much is from FFF and how much is from it being a Friday..
by NoriSilverrage
Tue May 24, 2016 6:25 pm
Forum: Mods
Topic: [MOD 0.14] Nucular 1.0.4 - Nuclear Reactors and Weapons
Replies: 115
Views: 90978

Re: [MOD 0.12.29] Nucular 0.2.0 - Nuclear Reactors and Weapons

Any unexplored and no pollution areas are not generated. So if you add a new ore, when those are generated they have the normal chance to get the new ore.
So yes, but you will likely need to travel a bit to find it.
by NoriSilverrage
Tue May 24, 2016 3:19 pm
Forum: Mods
Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Replies: 12
Views: 4993

Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0

Just tried it again and this time it worked. So some fluke or something I guess.
by NoriSilverrage
Tue May 24, 2016 2:02 pm
Forum: Mods
Topic: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0
Replies: 12
Views: 4993

Re: [MOD 0.12.x] Hunting Grounds- Tame this vile world. - 0.1.0

Hmm, the download site doesn't work for me. Do you have a alternative?
by NoriSilverrage
Mon May 23, 2016 4:49 pm
Forum: Modding help
Topic: Entity type car Max speed
Replies: 1
Views: 849

Entity type car Max speed

How is the max speed for a car type entity determined? I figured it would be like trains with a max_speed but I'm not seeing that in the config.
by NoriSilverrage
Mon May 23, 2016 4:37 pm
Forum: Technical Help
Topic: Opening port in uTorrent?
Replies: 24
Views: 8337

Re: Opening port in uTorrent?

Dedicated server is pretty much always your best bet. For just two people I'm thinking a really low resource server would be just fine. As far as the trouble on your computer. All I can really tell you is that all the methods posted on this thread should work when setup properly. So there is likely ...
by NoriSilverrage
Mon May 23, 2016 1:25 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 425013

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0

@Raught19 - You sir are crazy. Though I suppose you have bobs mods so you get some nice ammo and turrets. I'm gonna have to add something along those lines.
by NoriSilverrage
Sun May 22, 2016 5:50 pm
Forum: Mods
Topic: [MOD 0.17] VehicleSnap
Replies: 78
Views: 42384

Re: [MOD 0.12.x] VehicleSnap 1.0.1

Love this mod!
by NoriSilverrage
Sun May 22, 2016 1:50 pm
Forum: Mods
Topic: [MOD 0.12.x] Tesla Turret
Replies: 11
Views: 5533

Re: [MOD 0.12.x] Tesla Turret

Looks pretty nifty. I like the idea of a short range high power turret. The build costs are much too high though. Costs about 10x a laser turret, but provides only 50% more DPS (at the cost of range). To be honest it would probably be fine if it's cost was very similar to the laser turret. Reason be...
by NoriSilverrage
Sat May 21, 2016 6:13 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 425013

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.3.0

sooo, just installed this and ran into the worm that shoots out new biters. How on earth are you supposed to deal with that? I put down 40 turrets with piercing ammo and by the time my last turret is destroyed there are hundreds of new biters. And this is "only" at 68% evolution. I shudde...

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