Search found 53 matches
- Tue Apr 14, 2020 5:28 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386755
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: 1023
- Views: 292875
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: 887
- Views: 291449
- Sat Aug 17, 2019 3:53 am
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 291449
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: 426688
- Tue Jul 23, 2019 11:32 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 887
- Views: 291449
- 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: 3433
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...
- Mon Jun 17, 2019 4:43 am
- Forum: Mods
- Topic: [MOD 1.1] LongerBurnerPhase
- Replies: 7
- Views: 4859
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: 3126
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...
- 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: 7457
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: 24940
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...
- Sat Jun 02, 2018 5:18 am
- Forum: Mod and installation managers
- Topic: ModMyFactory - mod manager and more
- Replies: 466
- Views: 206762
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: 41
- Views: 17471
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: 2609
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: 82144
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: 65793
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: 876
- Views: 532232
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: 876
- Views: 532232
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...
- Sun Oct 22, 2017 3:42 am
- Forum: Mods
- Topic: [.13-1.1.81] Aircraft (1.8.6)
- Replies: 185
- Views: 124906
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.
- Thu Oct 19, 2017 10:45 am
- Forum: Mods
- Topic: [MOD 0.15] Overseer 0.1.0
- Replies: 3
- Views: 2065
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...