Search found 281 matches

by Degraine
Fri Feb 02, 2018 3:29 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10044

[0.16] Stormwalls

This is a remake, or maybe a remix, of Rseding's Force Fields mod. I've changed how it works significantly, to make it much more customisable. By placing down an emitter, and laying projection plates within range of the emitter, you can design a wall layout similar to what you would do with ordinary...
by Degraine
Fri Feb 02, 2018 10:03 am
Forum: Texture Packs
Topic: [Request] Stormwall generator tiles
Replies: 0
Views: 1963

[Request] Stormwall generator tiles

Hi, I've just released a nearly-completed mod called Stormwalls . I'm currently relying on the existing sprites Rseding used, and some of Dectorio's tile graphics, temporarily. I could release it as-is, but I'd really like to make the tiles look just a little bit nicer. So, here's my art request: St...
by Degraine
Tue Jan 30, 2018 12:19 am
Forum: Duplicates
Topic: [Rseding91] 16.20: LuaSurface::can_place_entity returns false negative
Replies: 2
Views: 819

Re: [Rseding91] 16.20: LuaSurface::can_place_entity returns false negative

I can't get it to reproduce anymore myself, so I guess it's a false alarm for now.
by Degraine
Mon Jan 29, 2018 3:37 pm
Forum: Duplicates
Topic: [Rseding91] 16.20: LuaSurface::can_place_entity returns false negative
Replies: 2
Views: 819

[Rseding91] 16.20: LuaSurface::can_place_entity returns false negative

After returning true the first time for spawning an entity in a specific location, and then spawning said entity, once it dies, can_place_entity will return false, despite being able to spawn the same entity with create_entity anyway. The easiest way to reproduce would be to download my Stormwalls m...
by Degraine
Wed Jun 07, 2017 4:13 pm
Forum: Bob's mods
Topic: Nuclear ideas (Thorium and others)
Replies: 69
Views: 35060

Re: Thorium ideas

I think in terms of modifying the fuel cycle the Nuclear Fuel mod has this pretty well covered.
by Degraine
Sat Jun 03, 2017 11:19 am
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31871

Re: [MOD 0.15.x] HardCrafting 0.5.5

Sure, I'd love to help out (once my exam on Tuesday's done). I've always had a hunger for something a little more...comprehensive for Bob's Mods ores.
by Degraine
Fri Jun 02, 2017 3:09 pm
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31871

Re: [MOD 0.15.x] HardCrafting 0.5.5

Glad to see you're still alive and working on this one. What's next on the todo list?
by Degraine
Thu May 18, 2017 3:37 pm
Forum: Bob's mods
Topic: Nuclear ideas (Thorium and others)
Replies: 69
Views: 35060

Re: Thorium ideas

To be honest, someone pointed out (I can't remember where, possibly Reddit?) that thorium doesn't really work as an upgrade to uranium. Radiation is emphatically not a concern in-game (thank goodness) and since we're not dealing with a complex socio-political climate - to whit, the only good bug is ...
by Degraine
Wed Oct 26, 2016 6:33 am
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31871

Re: [MOD 0.14.x] HardCrafting 0.5.0

Well it does say under the to do header that adding support for other mods' resources is on the list.

That said, any progress on that part? I'm kinda jonesing for a new version of this so I can go back to mining Bobs' ores instead of having to process Angels' six types.
by Degraine
Mon Sep 26, 2016 5:01 pm
Forum: Angels Mods
Topic: (0.3.1) Angel's Ores - Bobs Ores Flowcharts
Replies: 10
Views: 16319

Re: (0.3.1) Angel's Ores - Bobs Ores Flowcharts

Speaking of flowcharts, what was the program Angel used to make the old image of all the gases and oil industry products in in the petrochem mod?
by Degraine
Sat Aug 27, 2016 11:43 pm
Forum: Mods
Topic: [0.14.x] Better Turrets 0.0.6
Replies: 2
Views: 1806

Re: [0.14.x] Better Turrets 0.0.6

If you can get them to work, I'll add them. Thing is, I really don't think it's possible right now.
by Degraine
Sat Aug 27, 2016 5:08 pm
Forum: Mods
Topic: [0.14.x] Better Turrets 0.0.6
Replies: 2
Views: 1806

[0.14.x] Better Turrets 0.0.6

I'm resurrecting the spirit of an old mod that never got past the alpha stage, hence '.6'. I liked the ethos of Better Turrets, but it definitely needed some work. And now we can make use of so many more mechanics than were available back then! This is a very abbreviated prototype to gauge interest;...
by Degraine
Sat Jul 30, 2016 4:02 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 174243

Re: [0.12.x][v0.12.11] Bob's Warfare mod

Isn't 'assault rifle' just as vague and undefined a term as 'machine gun'? I seem to remember this being a very sore point for 2nd Amendment advocates I watch clash with the gun control sorts online from time to time.
by Degraine
Sat Jul 30, 2016 3:39 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80070

Re: Bob's Mod Graphics Update Discussion

Boy am I late to this one. Sorry, my internet's been nonexistent for the last week or so (barring jumping on reddit with my phone every now and then. I have a couple of criticisms; most of the icons are a bit too glossy. The P tier it makes sense, but a lot of the others above it (T1-3, most of S) j...
by Degraine
Fri Jul 15, 2016 11:55 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Power mod
Replies: 102
Views: 129064

Re: [0.12.x][v0.12.8] Bob's Power mod

Oh you did update that, oops.
by Degraine
Fri Jul 15, 2016 12:37 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Power mod
Replies: 102
Views: 129064

Re: [0.12.x][v0.12.8] Bob's Power mod

So I figured out the new numbers for the revised values. They seem a lot more reasonable now. Per 1 offshore pump (60 water/sec), this is what you need to maximise energy production; Boilers Mk1: 14 Mk2: 10 Mk3: 8 Mk4: 5 Steam Engines Mk1: 10 (5.1MW) Mk2: 7 (5.6MW) Mk3: 5 (6.1MW) And unlike before, ...
by Degraine
Sun Jul 03, 2016 5:28 am
Forum: Mods
Topic: [MOD 0.13.X] Fractional Distillation
Replies: 22
Views: 12479

Re: [MOD 0.12.30] Fractional Distillation

Good analysis, MrGrim. I would hope that all the additional effort and design that you have to put in place would give some decent benefits. Seems like the mod needs some rebalancing, though the author said he wanted to make a new and more extensive chemicals mod so maybe wait and see what comes of ...
by Degraine
Wed Jun 29, 2016 4:01 am
Forum: Resolved Problems and Bugs
Topic: [Oxyd] [0.13.0] Crafting queue exploit
Replies: 3
Views: 3519

[Oxyd] [0.13.0] Crafting queue exploit

I've attached screencaps because the sequence is a bit hard to explain. Stage one: About to craft some electric furnaces. Bug Report 1.png Stage two: Start crafting the first one, including advanced circuits first. Bug Report 2.png Stage three: Queue up four lots of x5 advanced circuits, then the re...
by Degraine
Sun Jun 19, 2016 2:13 am
Forum: Mods
Topic: [MOD 0.12.x] HardCrafting 0.3.15
Replies: 180
Views: 120870

Re: [MOD 0.12.x] HardCrafting 0.3.14

Just started out, finding it a bit frustrating, but persisting. One thought occurred to me: There ought to be a plastic recipe using 4x powdered coal.

Another thought, in relation to Bob's Mods, when both mods are being used could your resources have a stack size of 200 to match his?
by Degraine
Tue Jun 07, 2016 3:24 pm
Forum: Mods
Topic: [MOD 0.13.x] Advanced Personal Defense
Replies: 40
Views: 19265

Re: [MOD 0.12.x] Advanced Personal Defense

You have my attention.

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