Search found 91 matches

by Vas
Fri Apr 15, 2016 11:46 pm
Forum: Mods
Topic: [0.13.x] Eternal Blueprints 0.2
Replies: 9
Views: 6001

Re: [0.12.x] Eternal Blueprints 0.1

I would like to offer a suggestion on balance. I think that it would be much better if the blueprint upgrades would be as follows; Lv1: Default (10 minutes?) Lv2: 2x (20 minutes?) Lv3: 3x (60 minutes?) Lv4: 4x (4 hours?) Lv5: 6x (24 hours?) With this, you get a full 24 hours at level 5, which is &qu...
by Vas
Fri Apr 15, 2016 3:23 pm
Forum: Mods
Topic: [MOD 1.1] Warehousing v0.4.0
Replies: 251
Views: 227986

Re: [MOD 0.12.18] Warehousing v0.0.7

What about underground warehousing? :O For expanding the storage space of a warehouse even further by adding levels of storage underground! Could be a good late game storage method. :P My trains fill a warehouse with copper way too fast making me need 4 or more of them just for that train.
by Vas
Fri Apr 15, 2016 3:19 pm
Forum: Mods
Topic: [MOD 0.12.x] Wallcraft [0.0.2]
Replies: 21
Views: 16062

Re: [MOD 0.12.x] Wallcraft [0.0.2]

One thing you're missing, is gates. Gates that go with the current tier of wall. Basically, I'm using stone strength gates with your concrete walls and aliens just bust through that like tissue paper late game. I'd like it if aliens didn't scrape me off their foot using that old broken down door any...
by Vas
Fri Apr 15, 2016 2:00 pm
Forum: Mods
Topic: [MOD 0.12.x] More Locomotives!
Replies: 30
Views: 20423

Re: [MOD 0.12.x] More Locomotives!

Based on your post main, I see that this makes no sense and thus I can not use or endorse this mod. A cargo train, must pull a large amount of mass between places. Therefor, its engines must be more powerful to pull more cards and needs to be built better. It would obviously require more engines to ...
by Vas
Fri Apr 15, 2016 11:54 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131732

Re: [MOD 0.12.26] KS Power

Now that I've had the chance to test it in other areas, I think my first time was just a fluke or I missed something. However, I like the wind mills as they are now at their 2x2 size. I do wish they were more variable though, not all of them all having the same wind production value all over the pla...
by Vas
Thu Apr 14, 2016 4:31 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131732

Re: [MOD 0.12.26] KS Power

The advantage of wind, is constant power generation based on "wind". Solar only works during the day, while wind works day and night. Solar is more complex to build and provides you with more energy while Wind takes a fair amount of resources to build and only works if there is a good sour...
by Vas
Wed Apr 13, 2016 11:41 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131732

Re: [MOD 0.12.26] KS Power

No, thats not what I said. It neds to have a proper balance or realism to it. Wind mills do not take a huge amount of upkeep or resources to create, their downside is that you need wind and in some areas, wind is not always given. As I seen today, no matter where I place the wind mills, its all the ...
by Vas
Wed Apr 13, 2016 6:40 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131732

Re: [MOD 0.12.26] KS Power

Just because you make something cost a fortune does not make it balanced. Once it is constructed, it is infinite power production forever and ever. It seems to me most people play the game using the rapid expansion method, however, I did not. I like to take my time, and thus wind mills worked for me...
by Vas
Wed Apr 13, 2016 2:24 am
Forum: Mods
Topic: KS Power
Replies: 127
Views: 131732

Re: [MOD 0.12.26] KS Power

In my test, I feel that wind power is a bit op at is current stage. I would like to suggest a few changes to it, that will perhaps make it better and more realistic. 1. I feel that they are too compact and make extremely easy energy generation. They appear to be what, 2x2 right now? I would suggest ...
by Vas
Tue Apr 12, 2016 11:18 pm
Forum: Ideas and Requests For Mods
Topic: [Request?] Multiplayer Spawn Locations
Replies: 1
Views: 2288

[Request?] Multiplayer Spawn Locations

I would like the ability to spawn in a different location when I play multiplayer. Sort of player set spawn locations where we each spawn a good distance from each other and have to build our own bases up solo, and can then later join together and use trains, or fight each other over locations. What...
by Vas
Tue Apr 12, 2016 11:06 pm
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 88265

Re: [MOD 0.12.x] Robot Mining Site 0.1.1

I have just begun playing the game and was introduced to a few mods before I could even play without mods. I stumbled upon this, and wanted to know if you have to create each bot before it can be used by these mining sites?

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