Search found 20 matches
- Wed Nov 29, 2023 5:44 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576274
Re: Development and Discussion
It looks like in the latest version there's an issue where the first tier of fast accumulators requires tier 3 blocks, even though that is much further down in the tech tree. This seems to be an error, based on the pattern set by all other tiers of accumulator technology, and because high-cap and sl...
- Tue Feb 09, 2021 7:42 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410909
Re: Bugs & FAQ
I added Angel's Exploration to my other suite of Angel's and Bob's mods for this run. The sniper turret and the laser turret are in the same place in the tech tree as usual. However, their added crafting materials, the rifle and the laser rifle, are de facto locked by aluminum processing (needed for...
- Sun Nov 15, 2020 8:56 am
- Forum: Gameplay Help
- Topic: City block train station layout
- Replies: 3
- Views: 13783
City block train station layout
I'm trying a city block plan for the first time. 4x4 chunks bordered by a two-lane train system. Stations will be parallel to the sides of the square. I need to make a decision on whether to have a station design with one-direction entrance and exit, or a more conventional bidirectional entrance and...
- Fri Oct 30, 2020 4:33 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410909
Re: Bugs & FAQ
I cannot reproduce your observation based on your list of mods. When I load these mods (default settings), the bio processor requires: Basic electronic board Steel gear wheel Stone brick Steel plate None of these require resin to make. Keep in mind that a while ago, Angel's added a simplified recip...
- Fri Oct 30, 2020 3:30 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410909
Re: Bugs & FAQ
I've started a new game with Bob's and Angel's mods, but I think I've found a bug or else have an unsupported set of mods. I'm unable to make basic electronics; resin, required for electronics, is unobtainable because it's made in the bio processor, which requires electronics to craft. Here's the po...
- Sun Aug 16, 2020 7:54 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410909
Re: Bugs & FAQ
On Industry (no Bob's) with all options turned on, Electric Mining Drills have components that require red electronics even though the drills themselves are unlocked from the start. It seems to be a bug one way or the other; either they shouldn't require red electronics or they shouldn't appear to b...
- Sat Apr 14, 2018 11:21 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Marathon Mod Continued
- Replies: 4
- Views: 2999
Re: [MOD 0.16.x] Marathon Mod Continued
Thank you so much for your work on this. I was checking the mods page every few days for weeks to see if an Angel's-compatible Marathon mod would ship for 0.16.x
- Fri Jan 12, 2018 6:47 pm
- Forum: News
- Topic: Friday Facts #225 - Bots versus belts (part 2)
- Replies: 1016
- Views: 425760
Re: Friday Facts #225 - Bots versus belts (part 2)
I'm strongly in favor of a bot nerf. I think the game is vastly more fun when played primarily with belts, and I'd like bots to be as a low-throughput convenience over medium distances or a powerful way to cram complex movement with decent throughput into small distances.
- Tue Jun 20, 2017 9:34 pm
- Forum: Angels Mods
- Topic: [0.15.21] Best bug ever, get better refinerys for free
- Replies: 8
- Views: 4131
Re: [0.15.21] Best bug ever, get better refinerys for free
I noticed this too. Presumably the gas refinery has the wrong pickup item in the files or there's a name conflict.
- Wed May 24, 2017 12:17 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15407
Re: [MOD 0.15.x] Marathon Mod Automated
Indeed, selecting expensive recipes solved the problem. I'd recommend noting that in the mod page and in the README prominently, since the distinction is new in 0.15.
- Tue May 23, 2017 10:20 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15407
Re: [MOD 0.15.x] Marathon Mod Automated
No, I didn't select "Marathon" (specifically, I didn't pick "expensive" resources/research). I picked "default", because I assumed "expensive" would programmatically increase resource usage beyond whatever the mods I had installed set up. I did check the READM...
- Sat May 20, 2017 4:21 am
- Forum: Mods
- Topic: [MOD 0.15.x] Marathon Mod Automated
- Replies: 35
- Views: 15407
Re: [MOD 0.15.x] Marathon Mod Automated
I'm trying this out on 0.15 (along with bob's and angel's), but most of the changes don't appear in-game. Most notably, iron and copper plate explosion isn't happening. With the mod activated, iron and copper plates are produced at the same ratio as always, research is as cheap as always (red resear...
- Tue Jan 10, 2017 11:38 am
- Forum: Angels Mods
- Topic: Smelting vs Petrochem Design decisions
- Replies: 6
- Views: 5502
Re: Smelting vs Petrochem Design decisions
I love the idea of alloying at the ingot level, that makes a lot of sense. Maybe smelting directly into intermediate products (alloys of course but also stuff like copper wire, pipes, gears, etc.) would add interesting diversity? I run Marathon and the amount of copper wire required is simply bonker...
- Sat Nov 26, 2016 12:57 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576274
Re: Development and Discussion
My question: is nitric waste water used in anything other than purifying into pure water and a bit of mineral water? If not, I'm just going to void it in a bunch of boilers, because it's just not worth the hassle right now and I can get infinite of both of those things with ease. No, unless you've ...
- Fri Nov 25, 2016 9:50 pm
- Forum: News
- Topic: Friday Facts #166 - Combat Revisit
- Replies: 158
- Views: 71207
Re: Friday Facts #166 - Combat Revisit
I think that while balancing weapons isn't a bad idea, it's not really top priority for me as I feel the bigger problem is that combat is repetitive and not interesting. Clearing bases can be fun the first few times but quickly becomes a chore. Building defenses, not as bad, but the attacks are repe...
- Sun Nov 13, 2016 11:20 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576274
Re: Fuel balance
Thanks for your response! 1) Pellets should be far superior to carbon because each step is an increase in fuel value. 2) and 3) I agree that there should be an override to the solid fuel recipes in Bob revamp, that's a mod I dont have and I really should look into, because there are several other re...
- Wed Nov 02, 2016 11:18 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576274
Fuel balance
Thanks for your hard work. I'm really enjoying the extra nuance around mining and smelting, and petrochem is dizzying (in a good way). I have some comments about fuel balance. Right now, because you get 2 carbon for each 1 coke + a trivial amount of carbon dioxide, the coke -> carbon converstion is ...
- Mon Sep 19, 2016 4:19 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576274
Re: Development and Discussion
from bobmonium it sorts quartz and tin, which both go to smelter for those just wait until you have some "extra" sorted ores, after you do, place smelters, then insert stack of ore in each one, it should continue to fill with same ore later, when ore in input drops lows. Last night I figu...
- Mon Sep 19, 2016 4:23 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576274
Re: Development and Discussion
If you also have the processing mod installed you can use processing plants to sort the sorter output for smelting; that's what I do and it works really well. Three processing plants (two for primary ore, one for secondary) can handle all the output from two sorters, take up about the same amount o...
- Mon Sep 19, 2016 2:28 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576274
Re: Development and Discussion
Hi, I'm new to the mod (and Bob's mod, and Marathon -- using all three) and have to ask a bit of an elementary question. Is there any way to use the ore sorter before you have an electronics processing chain sufficient to create filter inserters? So far I've managed filtering by using regular insert...