You have the option to turn off biters completly as i usually do.
I think removing alien artifact from the game was really smart, now if you youst want to build you could.
My current playtrough i left everything on default and the biters have not been that challanging yet.
Search found 12 matches
- Fri Mar 01, 2019 12:05 pm
- Forum: General discussion
- Topic: Not pleased with 17.1 so far...
- Replies: 65
- Views: 22731
- Sun May 07, 2017 10:52 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1608244
Re: Bugs & FAQ
Think i found a bug regarding petrochem enable acids.
in previus version enableacids is set to true by defaul by petrochems, later this have changed to a setting angels-enable-acids-override but this will never set enableacid to true
refining checks if enableacid is set to true or false, but i ...
in previus version enableacids is set to true by defaul by petrochems, later this have changed to a setting angels-enable-acids-override but this will never set enableacid to true
refining checks if enableacid is set to true or false, but i ...
- Sun May 07, 2017 4:43 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1791601
Re: Development and Discussion
I iam running angels refining 0.7.4 with petrochem 0.5.0 and bobsmods on factorio 0.15.9
I only got yellow waste water from flotation but not green yellow.
Have tried to reset recipies but no luck
by the way is there a way to check lua variables ingame
I only got yellow waste water from flotation but not green yellow.
Have tried to reset recipies but no luck
by the way is there a way to check lua variables ingame
- Wed May 03, 2017 10:04 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1791601
Re: Development and Discussion
row 410 and 411 in refining-override-bob.lua somehow removes the explosives recipe causing line 283 in override-functions to crash
youst wanted to share if it helps anybody.
youst wanted to share if it helps anybody.
- Tue Apr 11, 2017 9:36 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1791601
Re: Development and Discussion
How do i make Muddy-water? sorry if this have been asked before, the search function didnt find anything but i think i used it wrong.
Edit: found it, same research unlocked seafloor pump. and it quite obvious what it does, but i didnt see it.
Edit: found it, same research unlocked seafloor pump. and it quite obvious what it does, but i didnt see it.
- Sat Sep 24, 2016 7:30 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1791601
Re: Development and Discussion
removed to not confuse anyone
- Sat Sep 24, 2016 7:01 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1791601
Re: Development and Discussion
Hello again,
recipe for catalyst-aluminium seems to be gone in petrochem-solids, i dont know if this was intentional or not.
I still have some recipies that requires catalyst-aluminium.
I have not tested on a new game but i tried to reset recipies.
I will add it in manually for now.
recipe for catalyst-aluminium seems to be gone in petrochem-solids, i dont know if this was intentional or not.
I still have some recipies that requires catalyst-aluminium.
I have not tested on a new game but i tried to reset recipies.
I will add it in manually for now.
- Sat Sep 24, 2016 4:34 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1791601
Re: Development and Discussion
After the update i had i new recipe for calcium chloride. Chrushed Stone + chloride so now it seems to work.
Also i want to suggest a plastic recipe.
Ethen + chlor -> EDC -> VCM -> PVC -> plastic
Also i want to suggest a plastic recipe.
Ethen + chlor -> EDC -> VCM -> PVC -> plastic
- Thu Sep 22, 2016 11:13 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1791601
Re: Development and Discussion
There was in issue with the tech, which I still don't have resolved fully, starting a new game the recipe for calcium chloride should be there. If you upgraded from 0.1.5 and already have researched chemical processing 2 from bobs, you might need to force activate it. /c game.player.force.recipes ...
- Thu Sep 22, 2016 1:03 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1791601
Re: Development and Discussion
Hello,
First i want to thank you for your great mods. it have already given me lots of fun hours.
But i have a problem, i dont know how to make calcium chloride before blue science ( then you can make it with tungsten )
so i can start process silicon ( which is required for blue sience ).
I guess i ...
First i want to thank you for your great mods. it have already given me lots of fun hours.
But i have a problem, i dont know how to make calcium chloride before blue science ( then you can make it with tungsten )
so i can start process silicon ( which is required for blue sience ).
I guess i ...
- Sat Oct 17, 2015 10:09 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 254452
Re: [MOD 0.12.x] Autofill
sorry, was a bit quick there. i was using a older version. 1.3.4.
Didnt notice there was a new one.
Didnt notice there was a new one.
- Sat Oct 17, 2015 9:46 am
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 254452
Re: [MOD 0.12.x] Autofill
Did a temporary fix for 0.12.11.
Its a terrible hack but atleast it will load.
search replace for game.on_ to script.on_
replace function loadFuels with this
function loadFuels()
fuels = { all = {}, high = {} }
fuels.all[#fuels.all+1] = "coal";
fuels.high[#fuels.high+1] = "coal";
fuels.all ...
Its a terrible hack but atleast it will load.
search replace for game.on_ to script.on_
replace function loadFuels with this
function loadFuels()
fuels = { all = {}, high = {} }
fuels.all[#fuels.all+1] = "coal";
fuels.high[#fuels.high+1] = "coal";
fuels.all ...