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 ...
Search found 360 matches
- Fri Sep 30, 2016 7:33 pm
- Forum: Ideas and Suggestions
- Topic: craft this next mod?
- Replies: 5
- Views: 3596
- Wed Sep 28, 2016 2:55 pm
- Forum: Mods
- Topic: [MOD 0.14.2] Wireless Charging
- Replies: 70
- Views: 40411
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 ...
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 ...
- Wed Sep 28, 2016 1:41 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 267293
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 ...
- Wed Sep 28, 2016 12:22 pm
- Forum: Mods
- Topic: [MOD 0.16] Upgrade planner
- Replies: 329
- Views: 267293
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 ...
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 ...
- Sun Sep 25, 2016 4:57 am
- Forum: Mods
- Topic: [MOD 0.14.2] Electric vehicles
- Replies: 94
- Views: 57707
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 ...
- Sat Sep 24, 2016 10:57 am
- Forum: Mods
- Topic: [MOD 0.14.x] Better Storage Tanks 0.3.6
- Replies: 13
- Views: 10735
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
- 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: 43952
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!
- Fri Sep 16, 2016 2:31 am
- Forum: Mods
- Topic: [MOD 0.12.x] Burner Leech
- Replies: 25
- Views: 27248
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
suggest this be added to vanilla
also suggest that it not grab the entities last fuel
- Thu Sep 15, 2016 8:39 pm
- Forum: General discussion
- Topic: Just bought the game; What were Your first impressions?
- Replies: 476
- Views: 399800
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 ...
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 ...
- Thu Sep 15, 2016 7:17 pm
- Forum: Gameplay Help
- Topic: Solar powered laser turret outpost?
- Replies: 5
- Views: 15884
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.
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.
- Wed Sep 14, 2016 9:07 pm
- Forum: Mods
- Topic: [MOD 0.15] Hacked Splitters - bring balance to the belts
- Replies: 17
- Views: 14294
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
- Wed Sep 14, 2016 1:00 am
- Forum: General discussion
- Topic: Smart Loader
- Replies: 9
- Views: 7200
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 ...
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 ...
- Tue Sep 13, 2016 7:43 pm
- Forum: Gameplay Help
- Topic: autosave timer?
- Replies: 2
- Views: 1940
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 ...
yes i know i can turn it off, and have set ...
- Sun Sep 11, 2016 10:02 am
- Forum: Mods
- Topic: [MOD 0.12.x] Alien Oil
- Replies: 25
- Views: 48465
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 ...
- Sat Sep 10, 2016 2:56 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Alien Oil
- Replies: 25
- Views: 48465
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 ...
- Mon Sep 05, 2016 12:15 pm
- Forum: Gameplay Help
- Topic: circut network questions
- Replies: 2
- Views: 1940
Re: circut network questions
i didn't think of trying the *1 i tried the >1 but that failed to yield any output, thanks for the tip
- Mon Sep 05, 2016 11:56 am
- Forum: Gameplay Help
- Topic: circut network questions
- Replies: 2
- Views: 1940
circut network questions
perhaps these have been in development and not yet implemented...
i can not compare the same items, example:
i have copper on belt A and more copper on belt B, i can not compare how much is on belt A to belt B, it adds them, even adding a decider to output the input value to a new signal - outputs ...
i can not compare the same items, example:
i have copper on belt A and more copper on belt B, i can not compare how much is on belt A to belt B, it adds them, even adding a decider to output the input value to a new signal - outputs ...
- Mon Sep 05, 2016 11:32 am
- Forum: Gameplay Help
- Topic: Getting past mid-game
- Replies: 17
- Views: 22892
Re: Getting past mid-game
i have played a few games, and after my first very messy game, i optimized a few things for my next based on what i learned,
i try to keep it small and keep a close eye on pollution. more pollution = more angry bugs.
i explore early, i want to see what is around me, i clear a lot of the fog so i ...
i try to keep it small and keep a close eye on pollution. more pollution = more angry bugs.
i explore early, i want to see what is around me, i clear a lot of the fog so i ...
- Sat Sep 03, 2016 3:20 am
- Forum: Gameplay Help
- Topic: How do I get Golem achievement?
- Replies: 17
- Views: 43129
Re: How do I get Golem achievement?
8 mk2 shields wow, yeah i wasn't able to get it with just 2 mk2 shields like many here, but i was able to get it with 3 mk2 shields, thanks for the tip!
- Thu Sep 01, 2016 11:45 pm
- Forum: Combinator Creations
- Topic: Combinators 101
- Replies: 109
- Views: 485719
Re: Combinators 101
first of all i want to say thank you for your helpful tutorial, i have delved a little into your designs and found a functional design to meet an intermediate need
i have designed a simple timer when condition is met the latch is set,
this activates a timer, when the timer has run it's course, a ...
i have designed a simple timer when condition is met the latch is set,
this activates a timer, when the timer has run it's course, a ...