Search found 678 matches

by Light
Mon Mar 27, 2017 7:24 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1528198

Re: Development and Discussion

I will add my two cents of feedback about metallurgy. Firstly it looks cool, realistic and interesting. But this beauty loses Bob's legacy after simple calculations. Here is a comparison of similar factories for the production of copper plates: https://puu.sh/uZWu8/d327ad2eb7.png https://puu.sh/uZW...
by Light
Sun Mar 26, 2017 6:44 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 311862

Re: [Mod 0.14] Logistic Train Network 0.9.10

The problem is if the min request size is small enough that that much might be consumed while the delivery is in progress. In that example, if you order 10k red circuits, but if the train takes a minute to go get the circuits and deliver them, and you use 200 circuits in that time, you'll get anoth...
by Light
Sat Mar 25, 2017 11:37 pm
Forum: Angels Mods
Topic: [Smelting] Some back of the napkin calculations
Replies: 6
Views: 3515

Re: [Smelting] Some back of the napkin calculations

If the steel cost was like the base game (and I wish it still was but I think it's Bob's mods that change it so I can't really remove them) this would be very much worth it since you'd get 2.5 times as much steel as usual. But as it is there's not really much point. In Bob's Plates, the data-update...
by Light
Tue Mar 21, 2017 8:37 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1528198

Re: Development and Discussion

I've just discovered a minor Bob's Mods compatibility issue with the latest versions of your mods (PetroChem specifically). After researching the synthetic wood that's made with naphtha, circuit recipes from Bob's Mods prioritize the naphtha wood. The result of this is that recipes which use the ci...
by Light
Tue Mar 21, 2017 5:32 am
Forum: Angels Mods
Topic: Synthesis Hydrofluoric Acid / Fluorite Ord
Replies: 1
Views: 1841

Re: Synthesis Hydrofluoric Acid / Fluorite Ord

The Hydro Plant recycles fluorite waste water into fluorite ore. This fluorite waste water comes from creating jivolite chunks as a liquid byproduct.

Image
by Light
Tue Mar 14, 2017 5:27 am
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 236595

Re: Uranium Power

4 chemplants can overflow a pipe with the output but don't overflow a tank, so after 4 chemplant setups I have a tank as overflow buffer I think I know what you mean here. To get a good system going, I forcefully set a limit of two chemical plants per recycling recipe throughout the entire system t...
by Light
Tue Mar 14, 2017 12:22 am
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 236595

Re: Uranium Power

Its kinda impossible to refine 1 wasted MOX per minute with piping I'm rather curious, how many reactors are you using to burn through a MOX per minute? My current bob recycling setup permits creation of 30 MOX assemblies per hour using piping without issue, as none of the processes require any buf...
by Light
Sun Mar 12, 2017 9:49 pm
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 11930

Re: [MOD 0.14] Will-o'-the-wisps

Everything is working smoothly and the increased range of the detectors has helped a great deal. Although it may just be me, but I actually liked the constant rise of the wisps in random areas of the vast forest during the long nights. Creating a vast sea of purple wisps that float through the map. ...
by Light
Thu Mar 09, 2017 6:27 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1528198

Re: Development and Discussion

First off, thank you for all your awesome development! Factorio is an awesome game and you have made a truly amazing contribution. I'm learning real science as I play/goof off! At the same time, though, the style of vanilla Factorio product descriptions is harder to comprehend with all the new awes...
by Light
Sun Mar 05, 2017 4:07 am
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 11930

Re: [MOD 0.14] Will-o'-the-wisps

I've pinpointed that ShinyBob is responsible for the missing corrosion protection. https://mods.factorio.com/mods/Inequalitix/ShinyBob Detection does work although it's unfortunate you couldn't integrate it into the lamp itself. Sadly, no. Now the effects of the overlapped lights are summed. You can...
by Light
Sun Mar 05, 2017 1:10 am
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 311862

Re: [Mod 0.14] Logistic Train Network 0.9.4

Once I noticed liquid tankers were supported and worked quite seamlessly, I attempted to create a mixed liquid station with 4 liquids per tank with pumps attached to circuits to only move the fluid that's needed. It worked great for two trips but that second pump had just 2 liquid stored from the pr...
by Light
Sat Mar 04, 2017 9:16 am
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 11930

Re: [MOD 0.14] Will-o'-the-wisps

Test Update: Yellows do spawn in new areas with Pitch Black, though they don't spawn when I run through the trees anymore. Wooden poles continue to take damage, although I'm unsure what's supposed to be immune to provide a detailed list for you. I do use Bob's Mods alongside Angel's mods and Bio Ind...
by Light
Fri Mar 03, 2017 10:34 pm
Forum: Logistic Train Network
Topic: old LTN discussion thread
Replies: 858
Views: 311862

Re: [Mod 0.14] Logistic Train Network 0.9.4

This mod is absolutely wonderful. No more spending hours trying to get headache inducing combinator magic depots to work. Now the train bus is seamless and quick to configure. Are depots meant to be affected by the min/max length variable? I couldn't keep my smaller trains out of larger depots or vi...
by Light
Fri Mar 03, 2017 7:24 am
Forum: Mods
Topic: [MOD 0.15] Will-o'-the-wisps
Replies: 25
Views: 11930

Re: [MOD 0.14] Will-o'-the-wisps

Looks like small wooden poles are affected by the purple wisps. I'll be testing the other things at a later time to see if they're working on my end without the daylight period.
by Light
Thu Mar 02, 2017 7:13 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1528198

Re: Development and Discussion

Lol. Look guys I didn't mean to trigger anyone with my comments on solar panels. Just trying to brainstorm a bit and help out with this amazing mod. That being said, I'm going to, as safely as I can, withdraw from this thread before people start throwing fruit at me.... You made a statement, I made...
by Light
Thu Mar 02, 2017 5:54 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1528198

Re: Development and Discussion

My point is you don't need solar panels at all. Correct. Which is why I don't see your point here since you're only reinforcing mine. Solar is an optional choice and people have the right to use it if they prefer to use it over another. It makes little sense to discourage its use just because a cou...
by Light
Thu Mar 02, 2017 4:16 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1528198

Re: Development and Discussion

Taking away options from players by restricting it too much is not exactly appealing in any sense of the word no matter what it may be. Solar least of all, given how many hundreds you need just to power a tiny 20MW factory setup is already punishment enough. ??? I have a factory going at around 30M...
by Light
Thu Mar 02, 2017 1:47 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1528198

Re: Development and Discussion

Taking away options from players by restricting it too much is not exactly appealing in any sense of the word no matter what it may be. Solar least of all, given how many hundreds you need just to power a tiny 20MW factory setup is already punishment enough. The only thing I see wrong with loaders i...
by Light
Tue Feb 28, 2017 6:47 am
Forum: Angels Mods
Topic: Am I reading these ratios right? (angels smelting)
Replies: 5
Views: 6851

Re: Am I reading these ratios right? (angels smelting)

It would be correct. The increased ratios truly come from the pellet phase of smelting, but it's also not something you run by itself. Smelting is best as a supplement to normal furnace operation as a very long term process. I've done up a design just for iron alone that took up over 300 Mk4 casting...
by Light
Mon Feb 27, 2017 1:51 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1363848

Re: Bugs & FAQ

Why are Bob's chemical recipes and buildings still in the game when using both mods? Did I do something wrong? For example, I can still build chemical plants and electrolysers, and have to research multiple recipes for the same thing. Angel's is a supplement to Bob's, not really a replacement as th...

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