Search found 47 matches
- Fri Jan 22, 2016 9:51 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
- Replies: 62
- Views: 72273
Re: [MOD 0.12.x] Terraforming - Bridges, Moats & Drawbridges
Be nice if there were a way it could lay belts as it advances, and suck resources from the belts. Even the logistics-enabled ones require you to babysit them along with roboports, especially when bridging wide gulfs of water.
- Mon Jan 18, 2016 1:57 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Packager 0.2.1
- Replies: 18
- Views: 29969
Re: [MOD 0.12.20+] Packager 0.2.1
So. A solution to the obvious problem. Add all the items together - in the example before, a stack of iron plates (100) and a stack of copper cable, with the 60% bonus, and divide by the number of items going into the box to get the average. In this case, a stack of packed iron plates should be 120 ...
- Sun Jan 17, 2016 5:52 am
- Forum: Ideas and Requests For Mods
- Topic: Gameplay Idea: Please the gods.
- Replies: 4
- Views: 12117
Re: Gameplay Idea: Please the gods.
I was thinking about this myself. There was a mod out there somewhere, homeworld something or other, which requires you to support a homeworld by basically sacrificing goods - the issue I have with it is that it introduces a lot of new items and recipes, where I'm only looking for the introduction o...
- Sun Jan 17, 2016 5:27 am
- Forum: Mods
- Topic: [MOD 0.12.20+] Packager 0.2.1
- Replies: 18
- Views: 29969
Re: [MOD 0.12.20+] Packager 0.2.1
For a start, short-term, what about prefab blueprints for common packages? For instance, science 1, 2, and 3 ingredients packed into a box would help me immensely - I could just pour Science 'kits' onto a belt, load them into an unpacker, which is loaded directly to factories to make science. Ideall...
- Thu Jan 14, 2016 1:27 pm
- Forum: Mods
- Topic: [MOD 0.12.20] Complete research overhaul
- Replies: 9
- Views: 26632
Re: [MOD 0.12.20] Complete research overhaul
I had an issue where I started a game, then reloaded it, and once I reloaded the game, all technologies reverted to requiring the original science packs. Hrm? This makes my old research facility (in it's budding stages, thankfully,) quite useless.
- Wed Jan 13, 2016 11:59 pm
- Forum: Mods
- Topic: [MOD 0.12.20+] Packager 0.2.1
- Replies: 18
- Views: 29969
Re: [MOD 0.12.8+] Packager 0.1.3
I can see a use for mixed boxes, if and only if you can specify EXACTLY what ratio of items go into them. If I had to deliver six items in a specific ratio to a factory, it could take those items, in that ratio, directly out of an unboxer, or off a belt fed by an unboxer. This use would only functio...
- Mon Jan 11, 2016 2:03 am
- Forum: Mods
- Topic: [MOD 0.12.20] Complete research overhaul
- Replies: 9
- Views: 26632
Re: [MOD 0.12.20] Complete research overhaul
I like this concept a lot, but red packs should cost something . . . even if it's just high fuel consumption. (or lots of electricity, which often amounts to the same thing.) Beyond that, I like this a lot. A lot a lot. I always thought that the basic packs should be a vital component of the more ad...