Search found 665 matches

by Kane
Sun Feb 22, 2015 2:41 pm
Forum: Mods
Topic: [0.11.x] Power-Switch-Mod v0.2.0
Replies: 31
Views: 35281

Re: [0.11.x] Power-Switch-Mod v0.2.0

Another great mod that I install and have good intentions for it but never actually use it. Maybe this time around I will remember to do something with it. Maybe for backup systems.
by Kane
Sun Feb 22, 2015 2:38 pm
Forum: Mods
Topic: [MOD 0.12.x] More Light - Bigger light radius
Replies: 17
Views: 58276

Re: [Mod 0.11.x] More Light - Bigger light radius

This is a must have mod for Streamers and Youtubers. Don't force them to watch you work in the dark anymore.
by Kane
Sun Feb 22, 2015 2:38 pm
Forum: Mods
Topic: [MOD 0.10.x] Robocharge - Robot Charging Station
Replies: 42
Views: 41964

Re: [MOD 0.10.x] Robocharge - Robot Charging Station

Thank you this mod works great. Gave it a try tonight.
by Kane
Sun Feb 22, 2015 2:35 pm
Forum: Mods
Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
Replies: 28
Views: 48074

Re: [0.11.x] Tankwerkz Unlimited v0.1.2

Vitduo wrote:Please, add the Ukrainian translation to the mod v
Hey I just wanted to thank you for adding translations for mods. I only speak bad English but I know for other players who speak Ukrainian would love this.
by Kane
Sun Feb 22, 2015 12:08 pm
Forum: Implemented Suggestions
Topic: Remove from roboports
Replies: 7
Views: 10839

Re: Remove from roboports

Would love to see this happen. I'm really sick of vanilla repair kits and I really want to get construction bots using modded kits for example.
by Kane
Sun Feb 22, 2015 11:07 am
Forum: Mods
Topic: [0.11.x] Tankwerkz Unlimited v0.1.2
Replies: 28
Views: 48074

Re: [0.11.x] Tankwerkz Unlimited v0.1.2

I almost missed this amazing little cute mod. It was deep in the forums.
by Kane
Sun Feb 22, 2015 10:55 am
Forum: Mods
Topic: [MOD 0.11.x] Basic planner - 1.0 beta
Replies: 3
Views: 14169

Re: [MOD 0.11.x] Basic planner - 1.0 beta

Really cool looking mod. Thanks for putting the time into it.
by Kane
Sun Feb 22, 2015 10:27 am
Forum: Mods
Topic: [0.12.x] Mining Drill & Better ore storage - v1.0.3
Replies: 48
Views: 62190

Re: [MOD 0.11.x] Mining Drill & Better ore storage

Thank you for this mod. I been looking for something like this for a while. Not sure how OP etc it is. But I will go through it. I hope the power/pollution is roughly set to the speed.
by Kane
Sun Feb 22, 2015 10:20 am
Forum: Mods
Topic: [MOD 0.11.x] Ghosts From the Start
Replies: 7
Views: 11807

Re: [MOD 0.11.x] Ghosts From the Start

Great Mod.
by Kane
Sun Feb 22, 2015 10:06 am
Forum: Mods
Topic: [MOD 0.11.22] Pocket Bots. Construction bots for your pocket.
Replies: 64
Views: 72446

Re: [MOD 0.11.x] Pocket Bots. Construction bots for your poc

Is the developer still active? I'm going to hand fix the errors reported in the thread but I'm wondering if I should bother using it in a fresh game if it is going to end up dying.
by Kane
Sat Feb 21, 2015 8:58 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 156224

Re: [0.11.11+] FARL 0.1.9 (Rail Layer)

Getting a new type of crash when I came back to lay new line I had deleted a few tracks and then I started to go forward again and when I hit start or at least get to the end she crashes with the following error: http://i.imgur.com/aOvxg1N.jpg Edit: I found out this was caused by some how my engine ...
by Kane
Sat Feb 21, 2015 8:27 am
Forum: Mods
Topic: [MOD 0.12.x] Larger Inventory
Replies: 49
Views: 96577

Re: [MOD 0.11.x] Larger Inventory

Thank you for this. I love having a bigger main inventory. I find the current one smaller. I hope there is upgrades aka research for this. If not consider maybe adding it down the road. It would be fun to research each added row.
by Kane
Sat Feb 21, 2015 8:21 am
Forum: Mods
Topic: [0.11.x] Magnet
Replies: 26
Views: 31783

Re: [0.11.x] Magnet

Great Mod. If only the author knew how to bump his own threads so we can use such wonderful mods!

Thanks,
An Asshole.
by Kane
Sat Feb 21, 2015 12:07 am
Forum: Mods
Topic: [0.11.x][MP] UpGrade (Better vanilla stuff)
Replies: 63
Views: 64541

Re: [0.11.x] UpGrade (longer underground belts)

Any chance you would consider doing pipes as well? I really love this mod and would love to see pipes extended. It sort of makes sense in RL as you know that they have massive 100's if not even 1000's of miles of oil pipes around the world and it be really cool if they would be also extended by thei...
by Kane
Fri Feb 20, 2015 3:11 am
Forum: Mods
Topic: [MOD 0.15|0.14] Rail Tanker - Liquid transport 1.4.1
Replies: 374
Views: 337367

Re: [Mod 0.11.x] Rail Tanker - Liquid transport

This is amazing. I remember a lot of people wanting this before. Thanks a ton for this :)
by Kane
Fri Feb 20, 2015 3:07 am
Forum: Atomic Power
Topic: [0.11.x] Uranium Power
Replies: 249
Views: 209306

Re: [0.11.x] Uranium Power

This mod looks great. It looks a bit complex but hopfully overtime I will figure it out.
by Kane
Fri Feb 20, 2015 3:00 am
Forum: F.A.R.L
Topic: [0.11.11+] FARL 0.2.8 (Rail Layer)
Replies: 171
Views: 156224

Re: [0.11.11+] FARL 0.1.8 (Rail Layer)

Crusender wrote:look like whit version 0.11.16 there is a little bug cant load the mod, farl_players entities
Also having this issue.
by Kane
Fri Feb 20, 2015 2:56 am
Forum: Mods
Topic: [0.11.x][MP] UpGrade (Better vanilla stuff)
Replies: 63
Views: 64541

Re: [0.11.x] UpGrade (longer underground belts)

Thank you. I will be adding this for my Let's Play Series going to start soon :)
by Kane
Fri Feb 20, 2015 2:36 am
Forum: Ideas and Requests For Mods
Topic: [Request] Trains Name Shows up On Map.
Replies: 1
Views: 2158

[Request] Trains Name Shows up On Map.

Not sure if the API is in or possible for this feature. But be nice to see the Trains name on the Map as well. When dealing with large networks it helps a lot seeing the trains name.
by Kane
Fri Feb 20, 2015 2:09 am
Forum: Resource Spawner Overhaul
Topic: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2
Replies: 191
Views: 188875

Re: [MOD 0.10.2] Resource Spawner Overhaul - v1.0.2

diegokilla wrote:It should do that pretty well by default, make sure you set your resource spawn rates to "none" when creating a map, unless you've altered the config file. If you don't, RSO will spawn resources, as well as vanilla.
Okay Thanks!

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