Search found 106 matches

by db48x
Thu Jun 25, 2015 12:52 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

so how come the enabled flag is still false? Is that for something different? This is a prototype for the recipe; it represents the state of the recipe at the beginning of a new game. Setting enabled to true here would thus make the recipe start out enabled, even before you had a crusher to use it ...
by db48x
Wed Jun 24, 2015 3:11 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

Blu3wolf wrote:Dont know if I can make those yet. I dont have any level 2 science packs yet you see... and I dont think they can be made without tin (and I still havent worked out how to enable the tin recipe).
How can I make the directions I gave clearer?
by db48x
Tue Jun 23, 2015 4:26 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

This is just a balance thing, but I think tin and lead are used too much for the cost of acquiring them. Solder takes 4 lead + 6 tin to produce 5 solder, and then each advanced circuit (and processing unit) needs 2 solder. I suggest making the solder recipe give 10 solder, and reducing the requireme...
by db48x
Mon Jun 22, 2015 7:48 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

I was pointing out that the molten iron still needed extra steps to become "high quality", and so his comment didn't really provide a good explanation of what would happen if you were allowed to cool the molten steel material down directly into plates. True enough :) I merely meant that t...
by db48x
Mon Jun 22, 2015 4:08 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

The tin plate recipe is buggy (it can't be made in the forge like is probably intended, and I suspect the ingredients are wrong). Yes, I noticed the same thing. Here's how I fixed it. First, I extracted the mod from its zip file, then edited prototypes/metallurgy.lua to change the forge-tin recipe ...
by db48x
Mon Jun 22, 2015 3:02 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

Can we no long make iron-plates without a fuel burning furnace? If the electric furnace will not be meant for that anymore... I also have molten iron that I can only turn to steel and not iron plates? Im also currently hoping there is a way to make iron plates using a forge. For historical reasons ...
by db48x
Sat Jun 20, 2015 7:43 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

Air compressors have water electrolysis in their recipe list :)

Edit: don't mind me; it's not enabled, so all is as it should be.
by db48x
Sat Jun 20, 2015 4:56 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

Whoops. The behavior you expected is right, the crushed stone recipe must be set to the wrong category. You'll also get crushed stone from froth flotation, but you should be able to crush the stone in a crusher as well. Hmm; the recipe says category="crushing"... As for the stone sorter t...
by db48x
Sat Jun 20, 2015 2:46 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

I was expecting the crusher to be able to crush stone; instead it appears that I have to crush ore then float the iron/copper out of it to leave behind stone (and the secondary ores). Also, it feels weird to me that the stone separator produces only one type of material at a time. I expected it to p...
by db48x
Sat Jun 20, 2015 1:18 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.4

A minor thing, but the description for Extraction Technology still refers to the older method of placing a drill to get things like limestone.
by db48x
Mon Jun 15, 2015 12:48 am
Forum: Mods
Topic: Prospect Mod
Replies: 17
Views: 17420

Re: Prospect Mod

Great idea for a mod! We tried it in a multiplayer game, however, and it caused an exception which brought down the game; I didn't copy it down, but it complained that it used game.player in a multiplayer game.
by db48x
Sat Jun 06, 2015 8:13 am
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.1

3.4 is up. It's not only save compatible, but should automatically migrate everything properly. Be careful though, 3.4 has challenge mode enabled by default; if you upgrade without editing config.lua first, you may find that your inventory is a bit light! You'll need to research some of the new tec...
by db48x
Wed Jun 03, 2015 5:50 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.1

Here's a screenshot of my aluminum foundry. It's cramped and not very stylish, but it's made more aluminum than I'll ever be able to use. http://images.akamai.steamusercontent.com/ugc/37499386452286836/561DE05B4FC87AA0DA77E1B72983852F5E823799/ Sadly, at full speed my wood buffer can't fill the belts...
by db48x
Tue Jun 02, 2015 3:34 pm
Forum: Mods
Topic: [UPDATED] Introducing NARMod 3.4
Replies: 171
Views: 99172

Re: [UPDATED] Introducing NARMod 3.1

The victory conditions in 3.3 sold me on this one. I'm really enjoying the process of figuring out new builds for everything. However, I've noticed an oddity. I want to start setting up tree farms, so it appears that I need biotechnology in order to be able to make fertilizer. I see that Biotechnolo...
by db48x
Mon May 25, 2015 12:30 am
Forum: General discussion
Topic: Player position affects biter attacks
Replies: 27
Views: 15909

Re: Player position affects biter attacks

SteelGiant wrote:20x game speed? FFFFFFFFUUUUUUUUUUUUUUUUUUU :oops:

Yes that might make these tests slightly more efficient...
Another thing you could do is write a mod that records the data to a file automatically as the game progresses.
by db48x
Wed Feb 25, 2015 5:41 am
Forum: Show your Creations
Topic: Just a lake
Replies: 20
Views: 16526

Re: Just a lake

THE EXCHANGE KEY!!!! I NEED IT! Happily! >>>AAALABAABgABBQYAAAAEAAAAY29hbAMEAgoAAABjb3BwZXItb3Jl AwQCCQAAAGNydWRlLW9pbAMDAgoAAABlbmVteS1iYXNlAwMCCAAAAGl yb24tb3JlAwQCBQAAAHN0b25lAwMCZJ7hFMJRAACLYAAAAAAAAAAAAA ACAMisbKA=<<< This is the secret to getting really big lakes: very low terrain segmentatio...
by db48x
Sun Feb 08, 2015 8:44 am
Forum: Show your Creations
Topic: Just a lake
Replies: 20
Views: 16526

Re: Just a lake

Thanks for the pointer; that was great fun to watch!

I got curious about one of the odder maps I've played on, but I think the perimeter is a bit too long for me:

Image
by db48x
Fri Jan 16, 2015 7:32 am
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 123018

Re: The von Neumann Thread

Phillip_Lynx wrote:Thx,

and I promise to continue it soon. Unfortunatly the RL kicked in and distracted me from recording more (or even playing games).
That's not so uncommon! :)
by db48x
Tue Jan 13, 2015 7:36 pm
Forum: Maps and Scenarios
Topic: The von Neumann Thread
Replies: 115
Views: 123018

Re: The von Neumann Thread

Phillip_Lynx wrote:Picking up the flag .... landing with new gear .... awaiting communication link to report progress ....

[edit]
Uploading Videolog ......
More to come in some hours
[/edit]
The video log is great!
by db48x
Fri Jan 09, 2015 10:04 pm
Forum: Gameplay Help
Topic: Your favorite maps?
Replies: 6
Views: 2793

Re: Your favorite maps?

I've been enjoying this map: >>>AAALAAoAAAABBQYAAAAEAAAAY29hbAMEAgoAAABjb3BwZXltb3JI AwQCCQAAAGNydWRILW9pbAMDAgoAAABlbmVteS1iYXNIAwMCCAAAAGI yb24tb3JIAwQCBQAAAHNOb25IAwMCZJ7hFMJRAACLYAAAAAAAAAAAAA ACAP9bxAE=<<< The start is fairly safe and some of the resources are a little higher than normal, but t...

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