Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - millenium

#31
Quote from: harpo99999 on January 16, 2015, 03:28:25 PM
I suspect that there is a power line UNDER the turn that the items are refusing to go onto.
I have had this issue since the a8 version of the mod came out, but as most items can now be put on top of the power lines it tends to be beneficial

now that i think about it this has been the case so ill try and delete the different cables i have running under the conveyors.
#32
heres a picture of the angled conveyor issue. its an intermittent bug once in awhile it seems an angled conveyor doesn't pick up on the direction of items correctly and it stops them from transferring items to the next conveyor.

in the second image the items are refusing to take the turn. i dont know why it just happens.

[attachment deleted due to age]
#33
note on the coal burners shouldn't they put out a crapton of heat?

just asking.
#34
on the note of power consumption of wires we can turn them off so have to find a way to remove toggle option.
#35
Outdated / Re: [MOD] (Alpha 8) Door Control (v1.0)
January 06, 2015, 09:53:43 AM
thank you. another mod had added this but it seems to have disappeared.
#36
i had a thought this morning for a cooler type area. a food cellar or basement something simple to research and takes awhile to build but would lower the temperature in that one square by a couple degrees.

kind of like the heated floors mod but cools rather than heats. not sure how the coding would work but its low tech and in line with the overall theme of this mod.
#37
interesting so far about an hour into the game and the major thing im wishing for is bulk canning for food preservation. making 5 or so pickled foods at a time would really help with winter food preservation. also its taking longer than i thought it would to get basic power and refrigeration. probably just have the wrong colony composition for it but its taking awhile.

also trading early on is an issue blocking the console is alright with me but letting me build the beacon would be useful since i have halpos miscellaneous mod with roaming traders.

ill update with another post when i get my colony developed a little more.
#38
Outdated / Re: [MOD] (Alpha 8) Wizardry Mod (0.1.3)
January 03, 2015, 08:11:12 PM
neat transmutation and alchemy sounds neat. get rid of all my stone for gold to make more m.a.i. i can see runes sigils and circles being used for pretty much every current technological need. a power system with magic as a basis vs electricity would be good. circle of volcanic might=heater. circle of sylvanis=solar lamp and fertilizer pump. may need to come up with some neat magic stuff to heal people as well.
#39
this mod with the pants free colony mod sounds interesting
#40
with barns granaries is food rotting time halted when their stored or how is that going to work/how are you planning on changing it keeping it cold.
#41
nice idea.
#42
love the distance update for the teleporters helps when i have my farms deeper in the mountains.
question can a single receiver hook up with multiple teleporters think i saw a yes but just want to confirm.
theres an issue with the angle blocks only sending items in one direction no matter how i feed items into it.
theres also an issue with the selector block only going in one direction feed bottom left output up right. i also need on some builds feed bottom right output top left. it something i can work around but it takes up a bit of space.
#43
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
December 18, 2014, 02:42:07 PM
we already have power armor and space marine origin story. technically this makes them astartes but not really.
#44
thank you. this should be in the base game
#45
Outdated / Re: [MOD] (Alpha 8) Imperial Guard
December 17, 2014, 05:35:31 PM
Quote from: Viperlol on December 17, 2014, 06:50:33 AM
Armorer, would it be possible to have after an attack event from the orks, that there bodies generate spores where ever the were killed. Spores would spread and cultivated grots and squigs. This is just a suggestion which would make ork encounters all the more dangerous.

There a mod purple ivy I think was the name that would be perfect for this.