Search found 191 matches
- Fri Apr 28, 2017 9:04 pm
- Forum: Ideas and Suggestions
- Topic: 0.15 Logistic GUI Naming
- Replies: 4
- Views: 2043
Re: 0.15 Logistic GUI Naming
The game don't have to control the alias naming for you, it'll create the default names whenever a new logistic network is created and if the player "breaks" it, it'll be the default naming again, you're the one controling the alias naming. For your 2 cases, I'd say: - Splitting network na...
- Thu Apr 27, 2017 10:56 pm
- Forum: Ideas and Suggestions
- Topic: 0.15 Logistic GUI Naming
- Replies: 4
- Views: 2043
0.15 Logistic GUI Naming
Can we have some sort of option to enable naming the logistic networks on the Logistic Network GUI? When we have lots of networks spread across the map is kinda hard to distinguish if Network #2 is our main base or some Outpost. If we could be able to give them an Alias would be perfect. I apologize...
- Fri Apr 21, 2017 6:49 am
- Forum: Mods
- Topic: [MOD 1.1] Inventory Sensor
- Replies: 177
- Views: 67396
Re: [MOD 0.13/0.14] Inventory Sensor 1.3.0
hey Optera, how's it going? first of all thanks for creating this mod, its so amazingly helpful I love it! I'd like to give you an idea, why don't you make the hability to read wagon contents in your LTN mod? Like the train arrives at the "provider station" with the signal, for example, 10...
- Thu Apr 20, 2017 6:37 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 522555
Re: [MOD 0.14] AAI Programmable Vehicles
You know what would be amazing? Having the harkonnen voices from Dune2000 (same style as C&C series also developed by Westwood studios before they broke) as that guy gets very angry when someone is attacking one of your units, it'd be amazing to hear "Harvester under attack!" "Our...
- Thu Apr 20, 2017 6:24 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 220232
Re: Uranium Power
Sorry, I have been too busy to check the forum this week. You say you have 20x250 MW reactor? You run those reactors at their max output? I find it hard to see how you end up needing that much liquid throughput. Am I missing something? 1/ A single 250 MW reactor with 15 fuel assemblies will last ab...
- Fri Mar 17, 2017 8:13 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Structures
- Replies: 99
- Views: 106709
Re: [MOD 0.14] AAI Programmable Structures
Hello Earendel I tried to manipulate the Ion Cannon to strike on biters' structures but so far no luck, can't make it target a zone location seems that I'm supplying the wrong signal or maybe its not supported. Is this a thing that you can solve or should I contact the dev of Ion Cannon mod? Thanks ...
- Tue Mar 14, 2017 7:35 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 220232
Re: Uranium Power
I use Full angel's, bob's, AAI's, Uranium Power and a few other mods in my game, that includes petrochem and biofarm on angel's side. Barrel dropping on a pipe really does nothing but a barrel unloading to a machine can solve the flow limit jamming. So if I unload a barrel of 25 nitric acid in the c...
- Tue Mar 14, 2017 4:16 am
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 220232
Re: Uranium Power
The chemplant that receives the wasted MOX has a crafting speed of 20, it produces 5.7k spent fuel every cycle but the pipes can only transport 150u/s per pipe with a 0.1s delay every 10 pipe entities. My Radioactive outpost is half the size of my main base to deal with the speed required for this g...
- Mon Mar 13, 2017 9:30 pm
- Forum: Atomic Power
- Topic: Uranium Power
- Replies: 307
- Views: 220232
Re: Uranium Power
Could you make barreling of all your fluids possible? Its kinda impossible to refine 1 wasted MOX per minute with piping, if we could barrel the fluids then it would be possible
Thanks in advance.
Thanks in advance.
- Sun Mar 12, 2017 5:52 pm
- Forum: Ideas and Suggestions
- Topic: Fluid physics (fix bizarreness, no extra calculation)
- Replies: 34
- Views: 12519
Re: Fluid physics (fix bizarreness, no extra calculation)
I understand that 0.15 will bring new stuff on pipe mechanics but some things will still remain I think: As of right now, whenever you drop a fluid in a pipe section the fluid will try to spread evenly across the entire pipe section (okay mister we all know that...) but from what I think its happeni...
- Thu Feb 09, 2017 12:12 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 522555
Re: [MOD 0.14] AAI Programmable Vehicles
Hello white tiger First of all I'd like to say congratz on this amazing hard-to-make-it-work mod! Lol I'm trying to make an automatic mining stuff like the Harvesters from C&C, but I stumbled on 2 main issues: 1- The miner doesn't drop its stuff in the vehicle depot even if the depot signal is s...