Search found 54 matches
- Tue Jun 25, 2024 4:58 pm
- Forum: News
- Topic: Friday Facts #416 - Fluids 2.0
- Replies: 464
- Views: 124709
Re: Friday Facts #416 - Fluids 2.0
I am so happy this idea had been implemented. I have for a very long time not understood why this implementation was not the way the fluid system worked to begin with, its both significantly easier to understand and is the most obvious and best way to go computationally speaking. There is an issue ...
- Tue Apr 14, 2020 5:28 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1828577
Re: Development and Discussion
I know this is really nit-picky but can the "transistor" component from industries please be renamed to a capacitor? I can ignore that you cant make transistors from just wire and iron plates, but a component with ONLY TWO LEGS?? Insanity //rant-over
- Mon Mar 30, 2020 12:09 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1035
- Views: 389499
Re: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
I hate to say it, and you hate to hear it but...maybe it's time we let old Bob's mods go? Do we need any of the stuff in there anymore?
- Wed Oct 09, 2019 2:17 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 384491
Re: pY Alien Life - Discussion
Whoa whats with the anarchy spraypaint? Is our engineer having a bit of an anti-industrial complex all of a sudden?
- Sat Aug 17, 2019 3:53 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 384491
Re: pY Alien Life - Discussion
Hey Py where is the new slaughterhouse? I don't see it anywhere in your alien sample 02 hype picture and I see animals being fed straight to other animals?
- Sat Jul 27, 2019 10:54 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 515050
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
There is an option in "mod settings" to turn it offAirat9000 wrote: Fri Dec 30, 2016 3:44 pm author hello
1 questions - what in code to dirt in kill
1 - dirt 1number
replacement
2 - sand
- Tue Jul 23, 2019 11:32 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 384491
Re: pY Alien Life - Discussion
That looks incredible! Cant wait to get my hands on ALpyanodon wrote: Tue Jul 23, 2019 12:04 am Greetings..today we added the Slaughterhouse, a happy place to...process your GMO and native aliens...to get valuable products for further processing.
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- Wed Jun 26, 2019 3:18 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [0.17.2] Electric Miner doesn't show expecting resources
- Replies: 5
- Views: 4189
Re: [0.17.2] Electric Miner doesn't show expecting resources
Hi, I just came back to this game and encountered this issue.
Setting "Entity tooltip delay" to higher than 0ms will completely hide the entity tooltip when placing entities.
I guess this is actually a bug?
MOONCAT IS BACK
- also yeah I have avoided the tooltip delay since 0.15 because it has ...
- Mon Jun 17, 2019 4:43 am
- Forum: Mods
- Topic: [MOD 1.1] LongerBurnerPhase
- Replies: 7
- Views: 5709
Re: [MOD 0.17] LongerBurnerPhase
This mod is so cool! I love the scenario as a fun time waster sometimes before work.
- Tue Nov 20, 2018 1:28 am
- Forum: Mods
- Topic: [0.16] Colonial Charter beta version
- Replies: 5
- Views: 4101
Re: [0.16] Colonial Charter beta version
So this is a concept I think a lot of people have been considering for a long time but many people believe simply isnt possible in the game. I think this early version shows a huge amount of promise, and I think with some careful expansions could allow for some incredible depth for a game session ...
- Tue Sep 11, 2018 6:53 am
- Forum: Reika's Mods
- Topic: Loss Prevention - Because noone enjoys taking down green biters with red ammo
- Replies: 13
- Views: 9182
Re: Loss Prevention - Because noone enjoys taking down green biters with red ammo
can we get some more technical details on what factors the mod takes into account?
- Sun Aug 26, 2018 2:25 am
- Forum: Reika's Mods
- Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
- Replies: 58
- Views: 31934
Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Is the pollution "nerf" applied automatically or manually to entities in the game? Will treefarms and pumps from other mods be affected by pollution? I really love this system but I worry about how it will play with other mods, either in the sense that they simply wont be affected by the mods ...
- Sat Jun 02, 2018 5:18 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 469
- Views: 256945
Re: ModMyFactory - mod manager and more
For some reason it now uses the appdata factorio directory when locating mods. Im not entirely sure how the manager functions but despite launching different versions, it simply only ever looks in the root factorio folder for mod files.
- Wed May 16, 2018 10:17 am
- Forum: Mods
- Topic: [MOD 0.16.x] Actual Craft Time
- Replies: 42
- Views: 21693
Re: [MOD 0.16.x] Actual Craft Time
This is really useful! I do have a suggestion however: perhaps some information telling me how many inserters I need? As a conversion of items/s
- Wed Apr 18, 2018 8:35 am
- Forum: Mods
- Topic: [MOD 0.14.x] Waste Processing 0.1.0
- Replies: 3
- Views: 3210
Re: [MOD 0.14.x] Waste Processing 0.1.0
Is this mod feasable to update to the more current versions of the game? Does it need any updating or will it load without any special treatment?
- Tue Feb 27, 2018 4:21 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 96563
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Wait so are there infinite versions of all the minerals including the sand? Do they require liquids to mine? If so which ones? Very cool mod BTW
- Sun Nov 26, 2017 10:13 pm
- Forum: Mods
- Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
- Replies: 151
- Views: 80377
Re: [MOD 0.15] Wear and Tear (plus automated maintenance)
Personally I change the crafting speed multiplier for new machines to 1 and bump up the pollution discount because I really dislike how it effects ratios.
- Tue Nov 21, 2017 8:55 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 645234
Re: [MOD 0.14] AAI Programmable Vehicles
Right now there seems to be a serious problem with how the mod interacts with vehicles that have multiple weapons. I think the mod makes its own entitty with the single weapon which works fine, but when driving a vehicle, I cannot use any of the other weapons. Quite game-breaking as is.
- Wed Nov 01, 2017 3:32 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 645234
Re: [MOD 0.14] AAI Programmable Vehicles
Could it be possible to add a fluid vehicle? In my minds eye I see a water tower type building that fills tanker trucks. I know how tricky it can be to deal with transferring liquids, but something like this would be super great for angel's petrochemicals because of the small quantities of many ...
- Sun Oct 22, 2017 3:42 am
- Forum: Mods
- Topic: [.13-1.1.109] Aircraft (1.8.9)
- Replies: 192
- Views: 148963
Re: [0.13|0.14.23|0.15.36] Aircraft (1.3.8)
Is each aircraft meant to have 2 versions with separate weapons? I don't know if its intended behavior because theirs no local for the other versions.