Search found 263 matches
- Fri Apr 22, 2016 6:11 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65038
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Very valid points, all of them. I like it. Especially the steam/boiler recipes, that's amazing.
- Fri Apr 22, 2016 5:15 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65038
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Honestly, I wrote it as x2 as pure accident, but the more I think about it, the more it feems like a good idea actually. I must admit that 512 and 1024 are just insane and probably result in tiny plants, which as you said is not the desired effect either. Using modules in the recipes might be totall...
- Fri Apr 22, 2016 1:28 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65038
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Sorry I meant to have everything x4, my mistake! :D So yeah, x4 x16 x64 x256 x1024 XD I totally get your point that x1024 is absolutely ridiculous, but for ginormous bases/other mods, why not I guess - especially if you can turn it off. How about making the top tier require a satellite? I know, it d...
- Fri Apr 22, 2016 8:41 am
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65038
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Are you suggesting to make 1 more tier? or are you suggesting to change the basic one to be red instead of grey? Also i think cyan is kinda blue, that's what we get as Mk4 with the blue science packs. We take blue packs and we craft blue/cyan panels/accumulators. Am i wrong? What i think is we coul...
- Thu Apr 21, 2016 8:15 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65038
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
I think using science packs is absolutely excellent, makes some of your science go diverted, and late game after all researches are done you still have use for them. Regarding colour coding with science packs, alright! I agree with the points that it is intuitive and consistent especially since you ...
- Thu Apr 21, 2016 8:04 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Electricity by XyLe
- Replies: 23
- Views: 14507
- Thu Apr 21, 2016 1:15 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65038
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
I see your point. Let me explain about the tiers. They actually go well with tiers of science packs. But i found it pretty cool to have a fusion reactor involved in this power-related mod. There's nothing like that for accumulators in my opinion. I kinda like having different amount of tiers, makes...
- Thu Apr 21, 2016 12:45 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Electricity by XyLe
- Replies: 23
- Views: 14507
Re: [MOD 0.12.x] Electricity by XyLe
I like the more-technical changes/fixes you did, the icons are nice too, but the blue is just worse, and the whole idea of purple level just feels wrong to me. I understand that your thought process was "purple is alien, purple is top tier science", but in this place, blue is the way. In t...
- Thu Apr 21, 2016 8:50 am
- Forum: Mods
- Topic: [MOD 0.12.30] Combat Units
- Replies: 11
- Views: 9752
Re: [MOD 0.12.30] Combat Units
Automated warfare! Hell yeah! Excellent idea.
- Sun Apr 17, 2016 12:06 pm
- Forum: Ideas and Suggestions
- Topic: Release Blender Material Library for modding
- Replies: 7
- Views: 3267
Re: Release Blender Material Library for modding
Hi, While I understand the reason why you think this is useful, here are some counter-arguments/problems: - many of the textures, namely from textures.com, have a license which explicitly doesn't allow sharing (yeah we could share just the material nodes but that becomes quite pointless) - the mater...
- Sat Apr 16, 2016 5:24 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65038
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
I consider it useful as a mod, but I wouldn't consider it as a good idea to put it into the main game, there we will probably put something else eventually. And yes, they are hugely wasteful regarding to space, but it kind of makes sense, solar energy should be space inefficient. If you don't like t...
- Sat Apr 16, 2016 4:11 pm
- Forum: Mods
- Topic: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
- Replies: 69
- Views: 65038
Re: [0.11.x] Electricity (More Accumulators&SolarPanels) by XyLe
Hello, I really like this mod idea - to invest resources for not having to build as large solar fields. I was playing with it for a while now, and there were a couple things that disturbed me: - one less level of accumulators (mk4 max) than solar panels (mk5 max) - max level accumulators have differ...
- Sat Apr 09, 2016 7:55 am
- Forum: News
- Topic: Friday Facts #133 - The train struggle
- Replies: 175
- Views: 73812
Re: Friday Facts #133 - The train struggle
Hmm, it brings me to think why don't normal inserters have this function for stack size bonus.
- Sat Mar 05, 2016 11:44 am
- Forum: News
- Topic: Friday Facts #128 - Back down to earth
- Replies: 422
- Views: 205085
Re: Friday Facts #128 - Back down to earth
Loaders, NO. movable Containers though.... Youll have to place a 3x3(small) 4x4(big) loader structure with 2 belt connections. These Loaders work on intersections and can be configured to input contents from 1 Side and Containers from 2 other sides(kinda like a T-shaped intersection). You have to p...
- Fri Feb 26, 2016 6:08 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 120977
Re: [MOD 0.12.24] HardCrafting 0.2.7
Thank you for the swift fix I will try it out now
Seems to work (:
Seems to work (:
- Fri Feb 26, 2016 5:13 pm
- Forum: Mods
- Topic: [MOD 0.12.x] HardCrafting 0.3.15
- Replies: 180
- Views: 120977
Re: [MOD 0.12.20] HardCrafting 0.2.6
Felt like trying it but for some reason it doesn't like me
Does anybody else have this issue or is it a problem on my side?
trying on 0.12.24
Thanks!
V
Does anybody else have this issue or is it a problem on my side?
trying on 0.12.24
Thanks!
V
- Fri Jan 22, 2016 7:42 pm
- Forum: News
- Topic: Friday Facts #122 - Better circuit network (Part 1)
- Replies: 73
- Views: 56598
Re: Friday Facts #122 - Better circuit network (Part 1)
I am afraid it would become harder to do this properly if you consider that the combinator sprites also include wires, and some other entities as well.
- Tue Jan 19, 2016 7:31 am
- Forum: Gameplay Help
- Topic: Splitter not working properly
- Replies: 89
- Views: 124718
Re: Splitter not working properly
This stuff is totally sick XD I love it
- Tue Oct 27, 2015 5:31 pm
- Forum: Releases
- Topic: Version 0.12.14
- Replies: 14
- Views: 35198
Re: Version 0.12.14
Well you can use .14 to stare at smoke for hoursBartimaeus wrote:so... dont update until the 0.12.15 is released?
- Thu Oct 22, 2015 7:57 pm
- Forum: Show your Creations
- Topic: Seeking a Challenge
- Replies: 10
- Views: 27614
Re: Seeking a Challenge
That sounds like a big wish in deathworld XD