Search found 20 matches

by kenlon
Mon Mar 02, 2020 7:54 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504770

Re: [0.18] Sea Block Pack 0.4.1

Can you share specifically what you edited so that those less savvy with mod editing can do this as well? 😁 Unzip angelsbioprocessing_0.7.3.zip. Go into angelsbioprocessing_0.7.3/prototypes/recipes. Edit bio-processing-algae.lua. The recipe you want to edit is the one that includes this line: name ...
by kenlon
Fri Feb 21, 2020 1:31 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3408
Views: 575090

Re: Development and Discussion

* Rubyte produces Manganese instead of Nickel: Love. Best change ever. I will never try to stone furnace crushed ruby with this change in place. I am reworking the refining as this was not intended, like it changed more than only that recipe. But since removing the nickel from crushed rubyte is req...
by kenlon
Wed Feb 19, 2020 7:04 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504770

Re: [0.18] Sea Block Pack 0.4.1

Option 2: dry the brown algae and burn it. It doesn't / shouldn't be efficient but it would allow adding a drain for the excess brown algae. Option 3: user brown algae as a kind of fertilizer thing to produce more algae. Maybe just crushing it or drying + crushing could give algae feedstock or some...
by kenlon
Tue Feb 18, 2020 6:06 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504770

Re: [0.18] Sea Block Pack 0.4.1

I am ok with the change. Algae 1 was too easy(and it used to be harder a while ago), I never did move to Algae 2 before, today i did. I made use of a mix of Algae 1 and Algae 2, with a setup where I had enough charcoal production from Algae 2 to consume my excess crushed stone (from things like geo...
by kenlon
Mon Feb 17, 2020 10:54 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504770

Re: [0.18] Sea Block Pack 0.4.1

The addition of brown algae to the basic algae farming recipe has utterly wrecked my power generation. If you are going to update to .18, be prepared for this! Problem here ist simple. Tech that you reasearch is worse than that you start with. So why build it in the first place? The only reason to r...
by kenlon
Mon Dec 30, 2019 7:20 pm
Forum: Mods
Topic: [MOD 0.17.x]Helmod: Assistant to plan its base.
Replies: 231
Views: 50594

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

BTW, % work great when you then want to copy-paste whole chains into others : Okay, this has been bugging me since I first saw the option - what, exactly, is the point of being able to set a percentage on a recipe in helmod? It's obviously something that is used by people, but I can't for the life ...
by kenlon
Mon Apr 29, 2019 5:27 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504770

Re: [0.17] Sea Block Pack 0.3.4

Oh wow I didn't even realize the crafting time had been doubled on the old recipe, I expected the new recipe to just be faster. I suppose that means we'll all have to switch to geodes. That is astonishingly painful for early game progression. It was already hard enough getting up enough production ...
by kenlon
Mon Mar 18, 2019 6:45 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2787
Views: 358041

Re: Bugs & FAQ

Angel, the changelog for Bio Processing mentions that you rebalanced the Paper processing chains, but from a quick look in FNEI with the new version, I'm not seeing differences.

Could you outline what you changed? (Or, I suppose, I could just diff the files myself. . .)
by kenlon
Sun Mar 17, 2019 4:15 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2787
Views: 358041

Re: Bugs & FAQ

Angel, I think something went wrong with the zip file when you were updating Bio Processing. When I install the mod, it doesn't show up in the mod list in game, and I get this in the log: 0.192 Error ModManager.cpp:793: Mod package read error. Error when parsing zip file "E:\Games\Factorio\mods\ange...
by kenlon
Fri Mar 15, 2019 7:36 pm
Forum: Mods
Topic: [MOD 0.17.x]Helmod: Assistant to plan its base.
Replies: 231
Views: 50594

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

It would be really handy if I could specify the input amount of a material, not just the output amount. For example, in my Seablock run, I am trying to calculate out creating Crystal Dust from Geodes. Each washing plant produces a mixture of the six geode types, in varying amounts. If I try to simpl...
by kenlon
Fri Mar 15, 2019 6:19 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3408
Views: 575090

Re: Development and Discussion

Not sure if it's all the other mods conflicting, but after the initial starter ore patches none will load onto the map no matter how long I let the radar scan if I have RSO and Infinite ore patches. If you're trying to verify if there's a bug with ore generation in your game, I'd recommend using co...
by kenlon
Wed Mar 13, 2019 4:43 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 32767

Re: [0.17] Please post bugs and balance issues here.

bobingabout wrote:
Wed Mar 13, 2019 4:39 pm
There is a fix, but it's not exactly friendly. it involves you implementing your own version of the autoplace system, then applying it to base game ores again.
Doesn't RSO do this? I'm pretty sure it does - if so, adding that mod would handle your problem.
by kenlon
Tue Mar 12, 2019 3:53 pm
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 116
Views: 27319

Re: [MOD 0.16] MadClown01's Processing

When bioprocessing is released you don't have to wait for this mod to also be updated, you can play with both straight away. So no using the other parts of the MadClown stuff while we wait for Angel then, I guess? I hope Bioprocessing gets updated really soon, I'm suffering from complexity withdraw...
by kenlon
Tue Mar 05, 2019 8:17 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x] SCTM
Replies: 123
Views: 14347

Re: [MOD 0.16.x] SCTM

2) it's missing tweaks for other mods (that were supported in 0.16) Ah. I assume this would be why when I put SCT and Trainwreck's Circuit Processing alongside AngelBob's in 0.17, the basic lab wants circuits that you can't make at the start? Any idea on when compatibility tweaks might be updated, ...
by kenlon
Mon Mar 04, 2019 6:38 pm
Forum: Mods
Topic: [0.18] Sea Block Pack 0.4.4
Replies: 1526
Views: 504770

Re: [0.16] Sea Block Pack 0.2.17

Trainwreck, is there any possibility of getting a setting that would let us use the new "Island" map generation setting to begin with? It would be easier than standard seablock, but could still be fun. The fact that it doesn't generate any additional terrain at all would limit the amount of gardens/...
by kenlon
Mon Jan 07, 2019 9:13 pm
Forum: Bob's mods
Topic: Feedback
Replies: 351
Views: 38613

Re: Feedback

It may be that I'm blind, and you did already address this, but I didn't find a post from you about it when I went looking. With the removal of assembler ingredient limits in vanilla 0.17, will your mods follow suit, or will you be readding the limits? Not having to do hand assembly of anything as y...
by kenlon
Mon Nov 07, 2016 7:14 pm
Forum: Bob's mods
Topic: Changelogs?
Replies: 1
Views: 378

Changelogs?

Is there anywhere that changelogs are being kept? I'm not seeing up-to-date ones in the threads for individual components, and I don't see a central update thread either. (Yes, I could just diff the old and new versions, but if there's actual changelogs, that would be much more convenient.)
by kenlon
Sat Oct 15, 2016 10:15 pm
Forum: Mods
Topic: [0.14] Reactors & Atomic Locomotives
Replies: 175
Views: 66227

Re: [0.14] Reactors

I didn't want to make Reactors explicitly dependent on Flow Control, as other mods can also add pumps, but I see your point. I'll add dependency in the next release. I really would prefer if Flow Control wasn't required. Bob's Mods includes pumps, and having to edit the mod every time you update to...
by kenlon
Tue Jul 26, 2016 4:04 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 186080

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Not currently, they've been completely removed. Fair enough. I'll have a go at looking through the old versions of the logistics mods to see if I can make a drop-in replacement for the inserters mod to give me the old behavior back. (I would rather have the multiple items in the menu than have to p...
by kenlon
Mon Jul 25, 2016 7:08 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 186080

Re: [0.12.x][v0.12.10] Bob's Logistics mod

The adjustable inserters are neat, but is there anyway to get something like the old inserters back? I used to play with only normal and long inserters (disabling the other variants), and I would like to be able to continue to do that and not have to mess around with the adjustable inserters at all....

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