Search found 62 matches
- 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?
- 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
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
- 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
OHHHHH YEAH I REMEMBER I gotta update it manually there was that bug xD
- 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
- 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
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
- 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 ...
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 ...
- 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
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
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
Now it should be decent :p
- 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
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
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
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 ...
- 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
Thanks man :p
- 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 :/
Atleast I dont find the Custom Scenario in the Multiplayer part :/
- 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
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
- 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?
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?
- 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