Search found 26 matches

by Zephyrinius
Mon Sep 30, 2019 4:58 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 391
Views: 267203

Re: [0.17+] Space Exploration WIP

It’s a starmap. A given solar system with star, planets, and asteroid belts would only be a dot at the scale of the map. So only the star is marked. The planets orbiting that star are in the same place.

A solar system map is on Earendel’s roadmap for development.
by Zephyrinius
Mon Oct 15, 2018 7:15 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 121885

Re: Mylon's Many Mods

version 1.5.0+ Hadn't seen that -- looks awesome! How does the mod normally limit molydenum mining? I'm curious if there is a 'clean' way to handle it. I think there is no regular mining recipe for it. You need to use a special mining drill that only works for that type of ore. Regarding Dangoreous...
by Zephyrinius
Wed Oct 10, 2018 5:01 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 121885

Re: Mylon's Many Mods

Regarding Dangoreus: Mylon, could you tell me how to call that perlin.measure() function from within the game? I'm trying to use Angels+Bobs+Madclown (maybe +Pymods) and there are about 15-20 ores. Because of the way things are implemented (with each bin size being rounded up) there is no space left...
by Zephyrinius
Wed Oct 10, 2018 6:11 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 121885

Re: Mylon's Many Mods

I've been using Peppermint Mining (+ Dangoreus; thanks for these great mods!) with Pyanodon's mods. I feel like they're a great combination (with also Factorissimo 2). There was one thing that didn't work as I thought it should: in Pymods, there are molybdenum ore patches, which you can only mine wi...
by Zephyrinius
Sun Feb 25, 2018 10:16 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1207984

Re: Bugs & FAQ

A couple of tiny and unimportant bugs in this glorious set of mods: 1. I've noticed that there is an advanced gas refinery Mk4 (e.g., you can create a logistics request for it), but there is no recipe to make it. I'm playing Seablock, but I believe this issue exists in regular Angel's petrochem (w/o...
by Zephyrinius
Thu Feb 08, 2018 1:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377154

Re: Development and Discussion

Ferrous sorting is by far the most efficient way to make steel, since manganese converts to steel at 1:1 whereas iron is 4:1. Correct me if im wrong but isnt the same true for silicon? if you break it down you can create 4 silicon ore out of 4 crushed ores. while with mangese you get 2 mangese and ...
by Zephyrinius
Wed Feb 07, 2018 11:57 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377154

Re: Development and Discussion

What's the point of the ferrous/cupric chain. I don't seem to understand what advantages it has over pure/raw sorting. It looks to have the disadvantages of both (combined inputs and combined outputs) with none of the advantages that would normally accompany it... Ferrous sorting is by far the most...
by Zephyrinius
Wed Feb 07, 2018 7:34 am
Forum: Modding help
Topic: How to set all Entitys Module slots to 1
Replies: 4
Views: 1910

Re: How to set all Entitys Module slots to 1

I was trying to do something similar, but when I try to access

Code: Select all

type(ent.module_specification)
I get the error
LuaEntityPrototype doesn't contain key module_specification
I'm a novice at this, and I expect the problem is something obvious.
by Zephyrinius
Tue Feb 06, 2018 7:40 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377154

Re: Development and Discussion

I just noticed that productivity modules can be put in sorters for most recipes, but not if you're sorting ferrous/cupric materials. This seems strange -- is it the intended behavior? Edit: I'm guessing that the following should be added to the end of refining-override.lua: angelsmods.functions.allo...
by Zephyrinius
Sat Feb 03, 2018 6:26 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

I tried things out with an updated version of Science Cost Tweaker from viewtopic.php?f=91&t=14294&start=180#p334229. But it seems to dead end. The lab for green science requires green circuits which require resin, but resin is gated behind a green science tech. You don't need resin for gre...
by Zephyrinius
Wed Jan 31, 2018 5:14 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

For the new Angels Bioprocessing one needs to collect some gardens, which one can find on some islands. Unfortunately all islands seem to be desert so I only have found desert gardens so far. There are also temperate and swamp gardens which don't grow in the desert. I thought the same as you, but a...
by Zephyrinius
Wed Jan 31, 2018 5:10 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

It is definitely more efficent to use geodes instead of slag, though you need a lot of mineralized water. But with geodes, the sulfuric waste -> acid cycle does not work anymore, because you need way more acid than can be recovered from the waste water. And since making sulfur from coal no longer w...
by Zephyrinius
Sun Jan 28, 2018 6:26 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

You forgot that bob's solder requires resin while angel's not.
Oh, you're right -- either resin or alginic acid is needed for the Bob's solder recipes, though in quite small amounts. This does make the Angel's recipes more attractive.
by Zephyrinius
Wed Jan 24, 2018 9:29 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

I wonder if the solder recipes from Bob's mods are supposed to be disabled or nerfed? I worked out the yields (in solder per total number of plates/ingots input) for a few approaches: - Basic Angel's ingots to molten to solder gives 1 - Angel's ingots to molten to rolls gives 2 - Angel's ingots to m...
by Zephyrinius
Wed Jan 24, 2018 9:25 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

I disabled explosive excavation and everything works fine on 0.16.17.

As for cliffs, their hitboxes are explicitly disabled in the Seablock mod code (I don't know why).
by Zephyrinius
Mon Jan 22, 2018 9:05 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

I'm playing with the 0.16 modpack, and also using the patched SCT mod. I noticed that copper and iron ore have a stack size of 50 even though all other ores (both Bob's and Angel's) have a stack size of 200. Do others see the same thing? This is strange since Bob's ores data.lua specifically sets th...
by Zephyrinius
Sat Jan 13, 2018 5:21 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

6. There is a bunch of farming stuff in Angel's bioprocessing now, and there are little islands with plants on them. Is there a purpose to all this yet? I have been able to extract seeds and bio research packs, and even make farms and soil, but the farms have no recipes so I can't actually grow any...
by Zephyrinius
Sat Jan 13, 2018 7:28 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377154

Re: Development and Discussion

Is the latest bioprocessing compatible with science cost tweaker? I'm unable to put the bio processing science packs into my labs.
by Zephyrinius
Fri Jan 12, 2018 5:45 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

FWIW, I am playing with the 0.16 science cost tweaker patch linked in the post above, and it seems to be working fine.
by Zephyrinius
Fri Jan 12, 2018 11:54 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1006812

Re: [0.15] Sea Block Pack 0.1.7

Thanks for the tip about landfill painting. I must be missing something? I am getting 3 saphirite -> 2 plates and 4 saphirite -> 3 ore + 1 slag. And the latter then allows you to refine it further. I think you haven't factored in that (with vanilla furnaces) smelting iron (copper, etc.) ores you onl...

Go to advanced search