Search found 1067 matches
- Fri Jun 28, 2013 3:13 am
- Forum: Ideas and Requests For Mods
- Topic: [Request] Scenario Creation
- Replies: 1
- Views: 3002
[Request] Scenario Creation
The possibility for user-made scenarios is there, and the creations that could be made seem pretty wide ranging, but I haven't seen anyone hack one in. I know some (if not most) of our modding community is familiar enough with the lua codes to get one working, but I'm not, and I haven't found a good...
- Thu Jun 20, 2013 11:02 am
- Forum: Energy Production
- Topic: Turning steam engines automatic on, if needed
- Replies: 16
- Views: 18884
Re: Turning steam engines automatic on, if needed
I see.. Well, I generally only build a few caps to account for turret loads until I'm well established, (usually just before I start rolling out the rails) and then I build enough that I can take the steam off the table completely. I also don't bother building the inefficient (resource wise) advance...
- Tue Jun 18, 2013 4:28 am
- Forum: Show your Creations
- Topic: Modulated Item Stream
- Replies: 16
- Views: 19800
Re: Modulated Item Stream
Was an interesting read. I agree that English is probably preferred for posting online in general terms. Also, for something detailed like this, a video (YouTube or otherwise) would be superior, assuming you have the patience and ability to produce one as well as this.. slideshow? :p The multiple po...
- Tue Jun 18, 2013 4:09 am
- Forum: Energy Production
- Topic: Turning steam engines automatic on, if needed
- Replies: 16
- Views: 18884
Re: Turning steam engines automatic on, if needed
I don't really understand the point of this, since solar is the first power source used, and steam engines don't make more power than is being used, meaning they don't use more fuel than they need. That aside, nice NOT gate. ;) Also, unless I missed something, this still works in .5.1 (didn't play ....
- Wed Apr 03, 2013 1:31 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 345300
Re: [MOD 0.3.x] Treefarm
Wanted to test out the fertilizer on a farm, but when I try to use the console command "glob.player.insert{name="fertilizer",count=128}" I get an error about "attempt to index a field 'player' (a nil value)" Bit lost as to why that would even occur, since this is is the...
- Tue Apr 02, 2013 12:13 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 345300
Re: [MOD 0.3.0] Treefarm
Figured out the problem.
He changed the value to be 4.2 at some point, and I tried fixing it to be 0.3.2 (which is also wrong)
Just changed it to plain 3.2 and loaded.
He changed the value to be 4.2 at some point, and I tried fixing it to be 0.3.2 (which is also wrong)
Just changed it to plain 3.2 and loaded.
- Tue Apr 02, 2013 12:04 am
- Forum: Questions, reviews and ratings
- Topic: [MOD 0.12.x] Treefarm REDUX (DISCONTINUED)
- Replies: 438
- Views: 345300
Re: [MOD 0.3.0] Treefarm
Needs update for .3.2
(which seems to use a number other than 3.2 to qualify a mod as loadable?)
(which seems to use a number other than 3.2 to qualify a mod as loadable?)