Search found 62 matches

by tno1
Tue Dec 09, 2014 1:23 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack V2.2

Do you use 11.5? or do you use 11.3?
by tno1
Sun Dec 07, 2014 7:09 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

@drakie_san
Check in your mod config in the game drakie_savn make sure base is disabled, and the modpack_base 11.5 is there :p

@oktabyte
Well I actually like that the forests are there mainly since they take away some of the pollution :p
by tno1
Thu Dec 04, 2014 9:29 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

It should not Oo
OHHHHH YEAH I REMEMBER I gotta update it manually there was that bug xD
by tno1
Thu Dec 04, 2014 8:19 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

hahaha use 1.7 instead :p alot of removed and added stuff instead :p - updating it to 11.4 atm
by tno1
Thu Dec 04, 2014 2:48 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

Glad you like it :)

Added a version.txt inside the main folder so you always know what version you are using xD

Also latest version has been increased alot xD
by tno1
Tue Dec 02, 2014 12:57 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

TY for the bug reports very helpfull :p

I will concider some of them, just remember those that are 10.x is not supported by 11.x so they might take longer to put in due to the fact I have got to manually fix them :p

Also I thought that I had added those stone gears and such to a different ...
by tno1
Mon Dec 01, 2014 4:00 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

I just released it xD with most of the fixes as mentioned before hand :p

yeah I am going to be changing alot of the main recipe's to also involve the rare earth to create the stuff. or create items faster :p
by tno1
Mon Dec 01, 2014 3:06 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

Thanks for that will definetly help alot :p

Yeah the Spawning of Rare Earth was something that was written wrong in the replicators main code - but fixed that so it is in smaller quantity's near your spawn and that you can find them outside.
Also concidering changing it to be X amount instead of ...
by tno1
Sun Nov 30, 2014 11:30 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

Holy shit that is alot of corpses xd maybe add some kind of destruction after some time to it xD

Also how does the Rare Earth Farming goes? is it easy? 2 easy? as it seems on my end that you only got ore spawn for that?

And about power usage? how does that go?

#Think I should change the Alien ...
by tno1
Sun Nov 30, 2014 9:34 am
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

damn did not see that, will get that fixed asap - when I am home and near my computer I will have that fixed and sorted so oil can be created xD sorry about that :/

I has played quite far into the game, but apparantly I skipped the oil thing for some reason Oo

And as I am going to change the ...
by tno1
Thu Nov 27, 2014 11:09 am
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

Yeah at first release it was WAY 2 hard as the pollution made them increase way 2 fast :p

Now it should be decent :p
by tno1
Thu Nov 27, 2014 10:52 am
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

Thank you very much :)
Hope you will have some fun hours with it, if you find something that aint right or missing that you cant get due to not being able to get the needed base materials from Replicators do tell as then I can add the missing ones :)
by tno1
Wed Nov 26, 2014 4:39 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

Updates:

v1.1
Remember all these manual fix's Require that you got the previus one!
-Fixed no evo - the Pollution factor made the enemy OP
Fix without having to redownload everything:
https://www.dropbox.com/s/mg6wmwu0y23waaw/data.lua.rar?dl=0
Put that into:
\mods\no-evo

V1.2
Remember all these ...
by tno1
Wed Nov 26, 2014 4:37 pm
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

Re: [0.11.x] tno Modpack

V1.0
Released

V1.1
Fixed evolution

V1.2
Added Advanced Equipment - + added a MK3 armor to it
Added ForceFields

V1.3
Fixed DyTech Inserters - needed the base so changed that to need the correct one

V1.4
Fixed the Crude Oil needing Clean water - now there is 4 different levels - 1 reqs dirty ...
by tno1
Wed Nov 26, 2014 3:51 am
Forum: Mods
Topic: [0.11.6] tno Modpack V2.8
Replies: 126
Views: 74733

[0.11.6] tno Modpack V2.8

Hello all, so here is my modpack

So the goal in this modpack is still the same thing as original + HardCorio yeah you heard me HardCorio is here + it is even harder cause you need a shit ton of Rare Earth per magazine. Why? cause I changed Clean Water recipe to need 150 Rare earth per 110 Liters of ...
by tno1
Tue Nov 25, 2014 11:33 pm
Forum: Modding help
Topic: MP Random Spawn Locations
Replies: 4
Views: 3545

Re: MP Random Spawn Locations

Gonna try that :)
Thanks man :p
by tno1
Tue Nov 25, 2014 10:53 pm
Forum: Modding help
Topic: MP Random Spawn Locations
Replies: 4
Views: 3545

Re: MP Random Spawn Locations

That doesnt work :/

Atleast I dont find the Custom Scenario in the Multiplayer part :/
by tno1
Tue Nov 25, 2014 10:04 pm
Forum: Modding help
Topic: MP Random Spawn Locations
Replies: 4
Views: 3545

MP Random Spawn Locations

Hello

So I was wondering if it was possible to let people automatically spawn at different locations?

So instead of everyone spawning at the same place then have people be moving to like 1500 tiles away
Fx Player 1 spawns at : 1515
and player 2 will then spawn at 3015

Regards
by tno1
Tue Nov 25, 2014 2:46 pm
Forum: Mods
Topic: [MOD 0.11.x] Telepad 1.1.1
Replies: 18
Views: 23299

Re: [MOD 0.11.x] Telepad 1.0.0

I would use it if it was possible to link them as mentioned.
Else it is 2 much hazzle for me to do it, could use trains instead

If you choose to make it link, maybe increase power usage depending on how far away it is?
by tno1
Sat Nov 22, 2014 1:27 pm
Forum: Mods
Topic: [MOD 0.11.3] Replicators 0.2.1
Replies: 67
Views: 91545

Re: [MOD 0.11.3] Replicators 0.2.1

just forgot to add the graphics so copy those from dytech and put it where it gives error

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