Search found 263 matches

by V453000
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.
by V453000
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...
by V453000
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...
by V453000
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...
by V453000
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 ...
by V453000
Thu Apr 21, 2016 8:04 pm
Forum: Mods
Topic: [MOD 0.12.x] Electricity by XyLe
Replies: 23
Views: 14507

Re: [MOD 0.12.x] Electricity by XyLe

:)
by V453000
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...
by V453000
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...
by V453000
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.
by V453000
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...
by V453000
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...
by V453000
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...
by V453000
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.
by V453000
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...
by V453000
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 (:
by V453000
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
by V453000
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. :?
by V453000
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
by V453000
Tue Oct 27, 2015 5:31 pm
Forum: Releases
Topic: Version 0.12.14
Replies: 14
Views: 35198

Re: Version 0.12.14

Bartimaeus wrote:so... dont update until the 0.12.15 is released? :D
Well you can use .14 to stare at smoke for hours :P
by V453000
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

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