Search found 665 matches
- Sun May 07, 2017 9:17 am
- Forum: Mods
- Topic: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.7
- Replies: 348
- Views: 270069
Re: [MOD 0.15.x] The Fat Controller. Remote train manager 2.0.5
Me too I posted with smart trains my friend said he did something there but I guess it's all TFC.
- Sun May 07, 2017 2:40 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 140665
Re: [MOD 0.15.x] Modular Armor Revamp
10 hours of filling and 10 minutes of fun
- Sun May 07, 2017 2:15 am
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298055
Re: [MOD 0.15] SmartTrains 2.0.0
Hey I had a issue with Smart Trains deleting a Schedule I think it was while ridding it (says my mate)
- Sat May 06, 2017 11:33 am
- Forum: Not a bug
- Topic: [0.15.9] Steam missing previous Experimental Builds.
- Replies: 1
- Views: 789
[0.15.9] Steam missing previous Experimental Builds.
I guess some sort of bug has happen a lot of people on Discord been talking about it.
Steam shows this now oddly enough.
I assume it's a bug since you guys normally would announce these things.
Steam shows this now oddly enough.
I assume it's a bug since you guys normally would announce these things.
- Sat May 06, 2017 5:53 am
- Forum: Mods
- Topic: [0.15, 0.16] Nuclear Locomotives
- Replies: 36
- Views: 13138
Re: [0.15] Nuclear Locomotives
Yeah also give a suggested recipe too for bobs that will help a lot.
- Sat May 06, 2017 5:42 am
- Forum: Mods
- Topic: [0.15] Reactor Interface
- Replies: 13
- Views: 5574
Re: [0.15 Reactor Interface
Very nice! I'm quite surprised this was not a vanilla feature to begin with!
- Sat May 06, 2017 4:43 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 140665
Re: [MOD 0.15.x] Modular Armor Revamp
Yeah it be nice to be able to feed them another method if possible. Is the charging of the armor via outside source still an issue? If so is there a API request or fix somewhere I can participate to the devs to have it fixed?
- Sat May 06, 2017 12:14 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 386900
Re: [MOD 0.15.1+] Creative Mode 0.3.2 - Mod settings
I think it's Creative mode mod but I really love the ability it has to show most raw form of resources and was wondering if there was a chance this was a stand alone mod maybe with option to let user toggle it on or off via a hotkey. Would make for a great mod I think on its own.
- Fri May 05, 2017 9:35 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 140665
Re: [MOD 0.15.x] Modular Armor Revamp
But who did you see using it? I haven't seen any videos of people using it yet, just the spotlight. Oh no one sorry, Was a random screenshot I saw on discord before and I saw the fusion reactor requiring the fuel and I was like hot damn time to google that. Ah, Alright. Still hoping to see someone ...
- Fri May 05, 2017 8:43 pm
- Forum: Releases
- Topic: Version 0.15.9
- Replies: 66
- Views: 44223
Re: Version 0.15.9
Fixed a crash when looking at trains 0.15.10 haha
Either way I don't mind crashes / bugs at this level. I know how much you guys in the office were probably like swearing a lot when this 2nd big one showed up hehe. Either way you guys always seem to come through and hotfix it so cheers!
Either way I don't mind crashes / bugs at this level. I know how much you guys in the office were probably like swearing a lot when this 2nd big one showed up hehe. Either way you guys always seem to come through and hotfix it so cheers!
- Fri May 05, 2017 8:41 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 319254
Re: [MOD 0.14] Orbital Ion Cannon 1.4.6
This mod was neat but was always noisy, a bit cheap over all as well. I hope with 0.15 we have to create something a ton more expensive or have the option. I would expect something like this to cost insane amount of materials and density maybe even multiple shipments to modular build it. Maybe I'm a...
- Fri May 05, 2017 8:39 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 140665
Re: [MOD 0.15.x] Modular Armor Revamp
Oh no one sorry, Was a random screenshot I saw on discord before and I saw the fusion reactor requiring the fuel and I was like hot damn time to google that.Ranakastrasz wrote:But who did you see using it? I haven't seen any videos of people using it yet, just the spotlight.
- Fri May 05, 2017 8:23 pm
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 140665
Re: [MOD 0.15.x] Modular Armor Revamp
2 of those are correct actually maybe starsector too idk 100% sure I'm suppose to do videos on it
I love the costs btw and I agree if you get a bunch of real estate it should cost.
I love the costs btw and I agree if you get a bunch of real estate it should cost.
- Fri May 05, 2017 11:29 am
- Forum: General discussion
- Topic: Roboport repair pack inventory
- Replies: 17
- Views: 11600
Re: Roboport repair pack inventory
Actually our "design" is that repair packs should be put primarily to logistic chest (storage or provider) and slots in roboport are just for robots that are returning from repair job with some repair packs left. So putting repair packs to storage chest is preferred solution. Nice nice. S...
- Fri May 05, 2017 11:27 am
- Forum: Ideas and Suggestions
- Topic: [0.15.6] Dissipation rate Advance Setting (Not Enough Ctrl)
- Replies: 0
- Views: 884
[0.15.6] Dissipation rate Advance Setting (Not Enough Ctrl)
https://i.imgur.com/XY347b4.png Sadly by default this option is 1. Now I assume some people would not mind going up but I think the majority would actually consider changing it down (for a harder gameplay). The downside to this options sadly is that you have no fine controls on it in fact almost al...
- Fri May 05, 2017 10:23 am
- Forum: Mods
- Topic: [0.15] Locomotive Obituaries
- Replies: 1
- Views: 1678
- Fri May 05, 2017 9:21 am
- Forum: Mods
- Topic: [MOD 0.17.x] Modular Armor Revamp
- Replies: 327
- Views: 140665
Re: [MOD 0.15.x] Modular Armor Revamp
Very cool mod I did not see it on the mod page but I saw someone else using this so I googled it. Looking forward to using it. Also looking forward to more item sink recipes. I noticed the raw mats on the Mk4 and they were sweet. Odd/Range Suggestion: Modular Storage. Allows you to increase your spa...
- Fri May 05, 2017 3:06 am
- Forum: Resolved Problems and Bugs
- Topic: [15.3] Difficult to loot corpse when died on Ore
- Replies: 8
- Views: 5457
Re: [15.3] Difficult to loot corpse when died on Ore
Sweet perfect! This will help most issues thenRseding91 wrote:Yeah. I added a new prototype property to entities to determine selection priority.Kane wrote:Including tracks, and such? I guess higher layer priority?Rseding91 wrote:Thanks for the report. This is now fixed for the next version of 0.15.
- Fri May 05, 2017 1:02 am
- Forum: Not a bug
- Topic: [0.15.6] Tool Tip Error on Construction Bot Research Size.
- Replies: 1
- Views: 908
[0.15.6] Tool Tip Error on Construction Bot Research Size.
Simple put bad tooltip info: https://i.imgur.com/JsDZYHq.png Maybe also add something like Logistics only or something in brackets: https://i.imgur.com/7ivtvZV.png This is a bug since you can't nor do support with Cargo bots right now due to performance issues etc. No need to mislead new players I'm...
- Thu May 04, 2017 11:09 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.3] Difficult to loot corpse when died on Ore
- Replies: 8
- Views: 5457
Re: [15.3] Difficult to loot corpse when died on Ore
Including tracks, and such? I guess higher layer priority?Rseding91 wrote:Thanks for the report. This is now fixed for the next version of 0.15.