Search found 168 matches

by DarkShadow44
Fri May 29, 2020 11:41 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 55
Views: 15815

Re: Geothermal - A clean, but powerful power source all day long

My goal wasn't to force players to move infrastructure around, just to have a big starting effect with declining value over time - like most resources in this game. Depending on your minimum/maximum, you can have patches that infinitely(!) give 50%-150% of what you now give constantly. So even with ...
by DarkShadow44
Wed May 27, 2020 3:39 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 55
Views: 15815

Re: Geothermal - A clean, but powerful power source all day long

No, I specifically tuned it not to have that. Oh, I see. May I ask why you decided for a constant value instead of having it variable with a certain average? I'm guessing a config option is also out of the question then. If so, would you mind if I make a mod that has yours as dependency and simply ...
by DarkShadow44
Tue May 26, 2020 10:49 pm
Forum: Reika's Mods
Topic: Geothermal - A clean, but powerful power source all day long
Replies: 55
Views: 15815

Re: Geothermal - A clean, but powerful power source all day long

Hi Reika, could we have a "depletion" behavior like with oil patches? I'm thinking along the lines of having different random starting yields that slowly shrink to a minimum yield. While not necessarily realistic, for balancing reasons this would seem useful to me. At the beginning it coul...
by DarkShadow44
Wed Jun 07, 2017 2:23 pm
Forum: Angels Mods
Topic: [0.15.x] Bob's Angelthon 0.15 (Alpha)
Replies: 4
Views: 2183

Re: [0.15.x] Bob's Angelthon 0.15 (Alpha)

romtos wrote:Just a heads-up: there is now an in-game marathon mode. Combined with the Automated Marathon Mod, there are very few cheap recipes.
I know, and that's what I'm working with. But the tanks and silos are still too cheap.
by DarkShadow44
Tue Jun 06, 2017 8:26 pm
Forum: Angels Mods
Topic: [0.15.x] Bob's Angelthon 0.15 (Alpha)
Replies: 4
Views: 2183

Re: [0.15.x] Bob's Angelthon 0.15 (Alpha)

Oh, didn't notice marathon mod automated integrated it. :? I'm coming from 0.14, and a lot of the recipes seemed cheaper, so I added the changes that made them more expensive again. Especially the tanks/warehouses/silos seemed way to easy to get for what they do, so I reworked that. :D Now, maybe it...
by DarkShadow44
Tue Jun 06, 2017 5:26 pm
Forum: Angels Mods
Topic: [0.15.x] Bob's Angelthon 0.15 (Alpha)
Replies: 4
Views: 2183

[0.15.x] Bob's Angelthon 0.15 (Alpha)

Name: Bob's Angelthon 0.15 Alpha Description: This mod adjusts Angel's Mods (in combination with Bob's Mods) to integrate Angel's Mods into Marathon Mod Automated. License: MIT Version: 0.2.0 Download: Mod portal I've created an continuation of Warringer' mod Bob's Angelton for 0.15. This mod adjust...
by DarkShadow44
Tue Jun 06, 2017 2:46 pm
Forum: Angels Mods
Topic: [0.15.x] Petrochem Plus
Replies: 98
Views: 42902

Re: [0.15.x] Petrochem Plus

@ Zombiee
Thanks for the temproary fix!

Also, the mod seems to have an dependency on bobplates for the glass recipe, it crashes without.
by DarkShadow44
Thu Jun 01, 2017 12:33 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3708
Views: 738105

Re: Bugs & FAQ

I too have a problem getting Fluid Splitters to work, is there a tutorial on how to set them up so they work? I can't pick a recipe for them, and they simply won't output anything.

Go to advanced search