Search found 438 matches

by Dysoch
Tue Oct 22, 2013 10:57 pm
Forum: Mods
Topic: [MOD WIP 0.6.X] TroZ Mod
Replies: 14
Views: 11758

Re: [MOD WIP 0.6.X] TroZ Mod

any chance this will be updated?
i really like the science packs and tracking station.

if not, can i take over and add it to my own mod?
by Dysoch
Tue Oct 22, 2013 4:33 pm
Forum: Modding help
Topic: Error Entity ID
Replies: 2
Views: 1502

Re: Error Entity ID

thx,

its working now. ill have a working mod in 24 hours
by Dysoch
Tue Oct 22, 2013 2:04 pm
Forum: Modding help
Topic: Error Entity ID
Replies: 2
Views: 1502

Error Entity ID

i get this error Error.png i am trying to make an base mod extension (extending the base files to have more tiers, more drills, boilers, steam engines, etc.) i studied the base folder, and other mods. i think i have everything. but it shows this error. attached is my mod for checking my files DyTech...
by Dysoch
Tue Oct 22, 2013 12:30 pm
Forum: Maps and Scenarios
Topic: [0.7.4][Freeplay] Asteria !TEST MAP!
Replies: 8
Views: 18524

Re: [0.7.4][Freeplay] Asteria !NOW WITH TEST MAP!

Updated the OP. Now contains my test map from 0.7.2!!!!!

Please let me know what you all think, so i can add or improve the first official release.
by Dysoch
Tue Oct 22, 2013 11:56 am
Forum: Releases
Topic: Version 0.7.3
Replies: 20
Views: 15658

Re: Version 0.7.3

was just a question :P

I dont mind that nothing will implemented. I really like it however.

Multiplayer will be nice, so no sleep for you :P:P:P:P:P:P:P
by Dysoch
Tue Oct 22, 2013 11:40 am
Forum: Maps and Scenarios
Topic: [0.7.4][Freeplay] Asteria !TEST MAP!
Replies: 8
Views: 18524

Re: [0.7.4][Freeplay] Asteria

I am adding your walls. I think theyare balanced enough to be pre placed in the noob version.

Also, changed the OP to better explain the mods and changed the to recomended.
by Dysoch
Tue Oct 22, 2013 10:13 am
Forum: Maps and Scenarios
Topic: [0.7.4][Freeplay] Asteria !TEST MAP!
Replies: 8
Views: 18524

[0.7.4][Freeplay] Asteria !TEST MAP!

It will features the following: - a infinite map, with alot of resources. - a large island for the player. - a lost/abandonded colony from another race. - a VERY large enemy base. Also featuring 3 difficulty levels: - OVERKILL: insipired by the overkill challenge, an island with 3 entry points, enem...
by Dysoch
Tue Oct 22, 2013 9:56 am
Forum: Releases
Topic: Version 0.7.3
Replies: 20
Views: 15658

Re: Version 0.7.3

kovarex wrote:
Dysoch wrote:Any release time on 0.7.4? Cant play without filters of the smart inserters, the entire system will overflow with tens of thousands items.
We are working on the release right now.
Great, only bug fixes, or also some new features?
by Dysoch
Tue Oct 22, 2013 9:08 am
Forum: Releases
Topic: Version 0.7.3
Replies: 20
Views: 15658

Re: Version 0.7.3

Any release time on 0.7.4? Cant play without filters of the smart inserters, the entire system will overflow with tens of thousands items.
by Dysoch
Mon Oct 21, 2013 8:23 pm
Forum: Releases
Topic: Version 0.7.3
Replies: 20
Views: 15658

Re: Version 0.7.3

Not on my windows 7! Only have to apply adminestrater right and i am done
by Dysoch
Sun Oct 20, 2013 9:51 am
Forum: Resolved Problems and Bugs
Topic: [0.7.2] Map editor crash
Replies: 3
Views: 599

Re: [0.7.2] Map editor crash

For the time being you can work around it,

Place the locomotive and the cargo wagon a few tiles apart, and reverse the locomotive till close and then press g to connect them both.

More wagons, same deal
by Dysoch
Sat Oct 19, 2013 6:37 pm
Forum: Ideas and Suggestions
Topic: My observations from playing the game (Trains/wishlist)
Replies: 40
Views: 10528

Re: My observations from playing the game (Trains/wishlist)

Granted, a teleported that pollutes.

But the point is, it should be a place that the biters will attack no matter what. Once it is build, they will always go to the teleporter and ignore everything else (except the player)
by Dysoch
Sat Oct 19, 2013 3:50 pm
Forum: Not a bug
Topic: [0.7.2] Getting negative value on logistic chest
Replies: 3
Views: 2844

Re: [0.7.2] Getting negative value on logistic chest

This is something with the robots. As you upgrade the robots, they begin to trnsport more goods at the same time. At max upgrade, they transport 4 items, but if there is only 1, the systems show you a negative number because it thinks it is picking up 4 items. A simple "fix" is to up production, but...
by Dysoch
Sat Oct 19, 2013 10:52 am
Forum: Ideas and Suggestions
Topic: My observations from playing the game (Trains/wishlist)
Replies: 40
Views: 10528

Re: My observations from playing the game (Trains/wishlist)

Yes, simply because it has to maintain a connection with the other end. Therefor it uses 1 kw when inactive.

It is just an idea.

I also suggest if they implement it, that the teleporter should be the lowest in the electric network, therefore, if not enough electricty, the teleporter shuts off
by Dysoch
Sat Oct 19, 2013 9:41 am
Forum: Ideas and Suggestions
Topic: My observations from playing the game (Trains/wishlist)
Replies: 40
Views: 10528

Re: My observations from playing the game (Trains/wishlist)

50 pollution every 5 minutes is even less than what a regular furnace produces if you keep it smelting items for 5 minutes :) Just saying. Also a miner makes 9 pollution, wait like 10 seconds and you already made more than 50 pollution. A good number would be 500 pollution, if the cooldown is that ...
by Dysoch
Sat Oct 19, 2013 7:23 am
Forum: Ideas and Suggestions
Topic: My observations from playing the game (Trains/wishlist)
Replies: 40
Views: 10528

Re: My observations from playing the game (Trains/wishlist)

Repair bots!!!!! Mesa likes. Teleporter is ok, but make it expensive and very long to build or research (or both) And expensive like in the range of 50.000 iron plates, 40.000 copper plates and 15.000 steel. That way it is not to overpowered. Also electricity should be somewhat in the range of 10 Kw...
by Dysoch
Fri Oct 18, 2013 5:23 pm
Forum: Mods
Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
Replies: 112
Views: 44359

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

kovarex wrote:Ok, ok, as this is 10 minutes fix, I will fix it for 0.7.3 :)
Thank you. It was getting really annoying.
by Dysoch
Fri Oct 18, 2013 4:18 pm
Forum: Mods
Topic: [MOD 0.9.x] Industrio V0.3.3 - Now with 100% less bugs !
Replies: 112
Views: 44359

Re: [MOD 0.7.1] Industrio V0.3.1 - Updated 10/17

Great mod first of all, now really with Solar expansion merged. but i have a request, and i think more people agree with me. Please fix the tech bug where the game crashed. its really annoying. i have to watch where i put my mouse otherwise it crashed. granted, you get used to it, but its a shame th...

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