Search found 53 matches

by Wildejackson
Tue Apr 14, 2020 5:28 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3739
Views: 935165

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
by Wildejackson
Mon Mar 30, 2020 12:09 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 975
Views: 171553

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?
by Wildejackson
Wed Oct 09, 2019 2:17 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 836
Views: 161757

Re: pY Alien Life - Discussion

pyanodon wrote: ↑
Sun Oct 06, 2019 4:00 pm
Image


Empty enclosure for a non-animal creature.
Whoa whats with the anarchy spraypaint? Is our engineer having a bit of an anti-industrial complex all of a sudden?
by Wildejackson
Sat Aug 17, 2019 3:53 am
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 836
Views: 161757

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?
by Wildejackson
Sat Jul 27, 2019 10:54 am
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 317521

Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!

Airat9000 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
There is an option in "mod settings" to turn it off
by Wildejackson
Tue Jul 23, 2019 11:32 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 836
Views: 161757

Re: pY Alien Life - Discussion

pyanodon 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.

Image
That looks incredible! Cant wait to get my hands on AL
by Wildejackson
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: 2023

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...
by Wildejackson
Mon Jun 17, 2019 4:43 am
Forum: Mods
Topic: [MOD 1.1] LongerBurnerPhase
Replies: 7
Views: 3592

Re: [MOD 0.17] LongerBurnerPhase

This mod is so cool! I love the scenario as a fun time waster sometimes before work.
by Wildejackson
Tue Nov 20, 2018 1:28 am
Forum: Mods
Topic: [0.16] Colonial Charter beta version
Replies: 5
Views: 1769

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. K...
by Wildejackson
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: 4298

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?
by Wildejackson
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: 13576

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 m...
by Wildejackson
Sat Jun 02, 2018 5:18 am
Forum: Mod-/Installation-Handling
Topic: ModMyFactory - mod manager and more
Replies: 466
Views: 126028

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.
by Wildejackson
Wed May 16, 2018 10:17 am
Forum: Mods
Topic: [MOD 0.16.x] Actual Craft Time
Replies: 41
Views: 11046

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
by Wildejackson
Wed Apr 18, 2018 8:35 am
Forum: Mods
Topic: [MOD 0.14.x] Waste Processing 0.1.0
Replies: 3
Views: 1777

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?
by Wildejackson
Tue Feb 27, 2018 4:21 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 55913

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
by Wildejackson
Sun Nov 26, 2017 10:13 pm
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 149
Views: 44928

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.
by Wildejackson
Tue Nov 21, 2017 8:55 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 874
Views: 375370

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.
by Wildejackson
Wed Nov 01, 2017 3:32 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 874
Views: 375370

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 diff...
by Wildejackson
Sun Oct 22, 2017 3:42 am
Forum: Mods
Topic: [.13-1.1.46] Aircraft (1.8.4)
Replies: 182
Views: 95055

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.
by Wildejackson
Thu Oct 19, 2017 10:45 am
Forum: Mods
Topic: [MOD 0.15] Overseer 0.1.0
Replies: 3
Views: 1287

Re: [MOD 0.15] Overseer 0.1.0

I think this concept could allow for a really interesting game. As it is, you begin as a crashed probe and you can't handcraft or fight which only really serves to slow construction efforts early game. I think it would be wise to take the mod in a direction that effects the expansion of the base all...

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