Search found 159 matches
- Sun Dec 09, 2018 6:33 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431201
Re: pY Raw Ores Discussion
yes, like I said earlier. Does raw ores actually require high tech?
- Sun Dec 09, 2018 6:07 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431201
Re: pY Raw Ores Discussion
sounds like there much confusion from everyone but Py on the RSO subject
- Sun Dec 09, 2018 3:28 pm
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431201
Re: pY Raw Ores Discussion
Py, what should be the starting resources for RSO when you the Raw Ores mod? Same as PyHighTech and Coal Processing or something else? i guess its the classic ones (iron, copper, coal,stone) plus aluminium, titanium, tin and lead. It seems like nexilit is required for the first level circuits (not ...
- Sun Dec 09, 2018 3:26 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 431201
Re: pY Raw Ores Discussion
Py, what should be the starting resources for RSO when you the Raw Ores mod? Same as PyHighTech and Coal Processing or something else?
- Sun Dec 09, 2018 2:37 am
- Forum: Resource Spawner Overhaul
- Topic: Py Raw Ores came out
- Replies: 34
- Views: 12931
Py Raw Ores came out
RSO update coming out soon?
- Fri Nov 30, 2018 10:23 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 128389
Re: [MOD 0.14] Alien Biomes
to you maybe
- Tue Nov 27, 2018 6:06 pm
- Forum: Ideas and Suggestions
- Topic: Lazy bastard
- Replies: 6
- Views: 1655
- Tue Nov 27, 2018 6:05 pm
- Forum: Ideas and Suggestions
- Topic: Early game should require less tree removal from ore patches
- Replies: 35
- Views: 10862
Re: Early game should require less tree removal from ore patches
that's why I like the RSO mod. It removes trees on ore patches at the spawn via the mod settings config.
Cheers
Cheers
- Sat Nov 24, 2018 9:03 am
- Forum: Ideas and Suggestions
- Topic: Stacksize in tooltip
- Replies: 15
- Views: 3488
Show Stack Size on tooltip, more relevant than max health in all but walls and vehicles
I think it's a pretty easy argument to make that stack size info would be nice to have on the tooltip when you mouse over an entity. Max health is almost on every entity and it is easy to argue that stack size is much more important attribute to know than max health in all entity but say walls and v...
- Mon Nov 12, 2018 5:20 pm
- Forum: Ideas and Suggestions
- Topic: Map Preview enhancements prior to game start!
- Replies: 7
- Views: 1487
Re: Map Preview enhancements prior to game start!
Awesome. is there anyway to change the zoom at preview prior to game start? If not, would that be a big change on Wube's end?
Cheers
Cheers
- Sun Nov 11, 2018 8:13 pm
- Forum: Ideas and Suggestions
- Topic: Map Preview enhancements prior to game start!
- Replies: 7
- Views: 1487
Map Preview enhancements prior to game start!
It would be nice to NOT have to scroll to see the entire map preview. Having a zoom defaulted to the map preview generation would be a good start. Allowing players to set the preview size/zoom level via the preview panel or options menu (to set a default) would be even better. Thanks for your consid...
- Sun Nov 11, 2018 4:42 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88168
Re: [MOD 0.16] MadClown01's Processing
Does this mod work with Bobs and Pyanodon ONLY, aka, NOT including Angel's mods? If so, I'm wondering if the PyTouched by an Angel mod is necessary as well if only playing with BPY + your Processing mod ONLY.
Thanks
Thanks
- Fri Nov 09, 2018 6:53 pm
- Forum: Implemented Suggestions
- Topic: Sync Mods + Load Game as a single operation
- Replies: 6
- Views: 3986
Re: Sync Mods + Load Game as a single operation
I changed my mind. This feature would not solve the problem. I am going to create separate mod folders for every one of my worlds, and separate .bat files to launch directly to the world, using its own mods. This will be faster than any in-game feature for reloading mods. Only a customized launcher...
- Thu Oct 25, 2018 4:39 pm
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 18250
Re: [0.15.5] No confirmation prompt on deleting a blueprint book
/u/Koub There ARE TWO red buttons though, one for the book that is open and one for the single blueprint itself. Since both windows with one red button each are active and can be clicked on at the same time you can click the wrong one by accident and everything in the book is gone, forever. There is...
- Thu Oct 25, 2018 3:47 pm
- Forum: Implemented Suggestions
- Topic: [0.15.5] No confirmation prompt on deleting a blueprint book
- Replies: 54
- Views: 18250
Verify with user before deletion of blueprint books.
This has happened to me twice now and it is really sad and there is no way to get them back even if you don't save the game because the blueprint library is not tied to the save. A small recheck with the user before deleting a blueprint book would be great. It happened both times while experimenting...
- Mon Oct 22, 2018 11:31 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 128389
Re: [MOD 0.14] Alien Biomes
Does the HR res terrain mod do anything? It already looks like there are high res textures in the main alien biomes mod.
- Mon Oct 22, 2018 10:35 am
- Forum: Mods
- Topic: [MOD 0.14] Alien Biomes
- Replies: 255
- Views: 128389
Re: [MOD 0.14] Alien Biomes
So I just upgraded my video card to a GTX 1070ti 8GB from a AMD r9 27 2GB. The large drops in FPS are still prevalent at game start with this mod. The FPS drops happen and are worse when when I head diagonally into unexplored terrain, the more trees/doodas there are present on the screen, and lastly...
- Mon Oct 22, 2018 9:47 am
- Forum: Mods
- Topic: [MOD 0.16] Miniloader
- Replies: 394
- Views: 156557
Re: [MOD 0.16] Miniloader
Got this error in my server log yesterday. Then my server crashed. Any ideas? [October 21, 2018 9:03 PM] 153360.127 Info AppManagerStates.cpp:1639: Saving finished [October 21, 2018 9:13 PM] 153960.131 Info AppManager.cpp:260: Saving to _autosave5 (blocking). [October 21, 2018 9:13 PM] 153961.445 In...
- Fri Oct 19, 2018 7:42 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 291381
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Not sure you'll get very far on that. There's been a good deal of discussion on it since pyht released and the handcraft to automation route is the compromise that was reached. The issue is from the fact an assembly machine 1 cant do liquids as far as I know. Probably just need a mod to change that...
- Fri Oct 19, 2018 7:40 pm
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1023
- Views: 291381
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Not sure I understand the rationale with this one. 5 iron ore--> 5 crushed iron + 1 stone but 8 iron ore--> 4 processing iron--> 6 crushed iron. Added processing steps leads to less yield. I'm confused why that makes sense. Care to clarify or is this just a balancing snafu? PS. These crushed metal t...