Search found 346 matches

by Philip017
Wed Oct 05, 2016 11:54 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 88725

Re: [0.14] Reactors

i have been running this mod a few days and it took me several hours to get it figured out how to run it and keep it running and i enjoyed the challenge, i did not build it like you did, but i absolutely had to get your flow control mod, i suggest that you make it a dependency a friend of mine also ...
by Philip017
Mon Oct 03, 2016 1:38 am
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 167940

Re: [MOD 0.14] Upgrade planner - v1.2.7

Thankyou that one works perfectly! :)
by Philip017
Sun Oct 02, 2016 1:08 pm
Forum: Ideas and Suggestions
Topic: craft this next mod?
Replies: 5
Views: 1489

Re: craft this next mod?

thanks for your suggestions silk i have played now about 6 games all the way through, and over 600 hours, i am now modding my game to suite my play style and to try new things, i thought someone might have made a mod that would do this one thing. i don't usually have anything in my que that long as ...
by Philip017
Sat Oct 01, 2016 11:23 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 21809

Re: [MOD 0.14.2] Wireless Charging

Are you sure it didn't charge at all or just very slowly? How fast charging can be is determined by the lowest rate of the participants, so a high power station requires a high power coil to reach maximum transfer rate. i have hp coil in armor and hp floor station, when train is charging the out of...
by Philip017
Sat Oct 01, 2016 9:52 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 21809

Re: [MOD 0.14.2] Wireless Charging

hello, im trying to use your latest version 3.3 and put it in my power armor and it does nothing? bug maybe? You have to wear the armor and be standing on a charging station/rail. i build hp floor charging station, insured it was plugged in, had the power armor on, even removed it and put it back o...
by Philip017
Sat Oct 01, 2016 9:10 pm
Forum: Ideas and Suggestions
Topic: craft this next mod?
Replies: 5
Views: 1489

Re: craft this next mod?

i tried handyhands, but it adds things to the que, but does not pause current item or insert into next item to craft, if i want my item to craft next i have to cancel items that are already in the que to get it to craft next. --- ok i have read lots of the links that silk provided and even though it...
by Philip017
Fri Sep 30, 2016 7:33 pm
Forum: Ideas and Suggestions
Topic: craft this next mod?
Replies: 5
Views: 1489

craft this next mod?

i have looked over several mods, perhaps i am missing it, but i sometimes have a very long que of things i want to craft and find myself wanting to pause that for a second and make this next, usually i have to cancel all my que, make my item and then restart the que is there any mod that can do this...
by Philip017
Wed Sep 28, 2016 2:55 pm
Forum: Mods
Topic: [MOD 0.14.2] Wireless Charging
Replies: 70
Views: 21809

Re: [MOD 0.14.2] Wireless Charging

hello, im trying to use your latest version 3.3 and put it in my power armor and it does nothing? bug maybe? i tried the LP in my train and was like ??? what why isnt it charging, but 500kw of power is just too little, switching the HP version helped, but it might as well be a 4x4 as it will eat wha...
by Philip017
Wed Sep 28, 2016 1:41 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 167940

Re: [MOD 0.14] Upgrade planner - v1.2.7

That isn't really how the mod works, But i can look into adding support for upgrading modules thanks! if you know of another mod that does this, that would be great as well, but i haven't found anything that allows changing of modules with out doing it by hand or removing and rebuilding. and i appr...
by Philip017
Wed Sep 28, 2016 12:22 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 167940

Re: [MOD 0.14] Upgrade planner - v1.2.7

first impressions, my apologies i did not read through this topic and am only making some suggestions, i have tried to use the vanilla blueprints to install modules, ex change t1 to t2, or to another type of module with out first removing the building, and it doesn't work, i either have to do it by ...
by Philip017
Sun Sep 25, 2016 4:57 am
Forum: Mods
Topic: [MOD 0.14.2] Electric vehicles
Replies: 94
Views: 31182

Re: [MOD 0.14.2] Electric vehicles

hello, i would like to try the mod, but i have made a train and put 2x mk2 batteries and 1 fusion reactor in and still shows no fuel icon, batteries charge very fast and even added the HF coil and i don't understand why it doesn't move? might i recommend some ideas on what is happening in the no fue...
by Philip017
Sat Sep 24, 2016 10:57 am
Forum: Mods
Topic: [MOD 0.14.x] Better Storage Tanks 0.3.6
Replies: 13
Views: 6488

Re: [MOD 0.14.x] Better Storage Tanks 0.3.3

error deconstructing track with robots - with this mod installed, error message in screen shot attached
by Philip017
Fri Sep 16, 2016 3:14 am
Forum: Mods
Topic: [MOD 0.16.x to 0.13.x] Tree Collision Box - easy passage
Replies: 29
Views: 35585

Re: [MOD 0.13.x] Tree Collision Box - easy passage

thank you for this very useful and wanted mod, i always hated walking through dense forests, now it's much better!
by Philip017
Fri Sep 16, 2016 2:31 am
Forum: Mods
Topic: [MOD 0.12.x] Burner Leech
Replies: 25
Views: 20456

Re: [MOD 0.12.x] Burner Leech

great mod, thanks
suggest this be added to vanilla
also suggest that it not grab the entities last fuel
by Philip017
Thu Sep 15, 2016 8:39 pm
Forum: General discussion
Topic: Just bought the game; What were Your first impressions?
Replies: 447
Views: 200949

Re: Just bought the game; What were Your first impressions?

well i didn't just buy the game... as i now have over 400 hours in the game, but thought this might be a good place to give my 2 cents. the combinators still need some work, a little more refinement example i want to compare 2 copper plate lines, currently i can't do that i have even tried the *1 wi...
by Philip017
Thu Sep 15, 2016 7:17 pm
Forum: Gameplay Help
Topic: Solar powered laser turret outpost?
Replies: 5
Views: 8551

Re: Solar powered laser turret outpost?

i just run power lines everywhere, sometimes i have to replace them, but i have seen nests grow around them many times.

a simple idea if you are having trouble with them being destroyed often, put some turrets around them and some walls, this will hold off the bugs, for a little while.
by Philip017
Wed Sep 14, 2016 9:07 pm
Forum: Mods
Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
Replies: 17
Views: 8636

Re: [MOD 0.14] Hacked Splitters - bring balance to the belts

i want to leave a thank you for this mod, extremely helpful, i hope it gets added to vanilla
by Philip017
Wed Sep 14, 2016 1:00 am
Forum: General discussion
Topic: Smart Loader
Replies: 9
Views: 4672

Re: Smart Loader

i have copied the madzuri loader and added a bit for the unloader in the included screen shot. i have made extensive use of the unloader bits for better balance, as that usually ends up draining some chests and others end up not being unloaded taking alot longer to unload. i have also included a blu...
by Philip017
Tue Sep 13, 2016 7:43 pm
Forum: Gameplay Help
Topic: autosave timer?
Replies: 2
Views: 917

autosave timer?

does anyone know if there is a mod available to give me a timer to let me know when the auto save is about to happen, say 10 sec warning, 5 sec warning, then a count down 3,2,1 - the auto save is very jarring for me and is quite annoying most of the time. yes i know i can turn it off, and have set i...
by Philip017
Sun Sep 11, 2016 10:02 am
Forum: Mods
Topic: [MOD 0.12.x] Alien Oil
Replies: 25
Views: 40800

Re: [MOD 0.12.x] Alien Oil

it looks like this was updated for 14 ... im still running 13.20 i added the mod and resumed a saved game, but finding the crashed ship is not happening, is this only workable on a new map? seems like it would be a good mod to have, but imo it would be better if it was a research able / craft able ...

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