Search found 21 matches

by Akronymus
Fri Apr 12, 2024 11:04 am
Forum: News
Topic: Friday Facts #406 - Space Age Music
Replies: 157
Views: 31745

Re: Friday Facts #406 - Space Age Music

The first few seconds of the last music file gives me heavy simcity 4 vibes, specifically some rush hour expansion tracks. I REALLY like it.

I think either "gridlock" or "bumper to bumper"
by Akronymus
Mon Mar 11, 2024 2:27 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1389124

Re: Alien artifact research

Failok wrote:
Tue Mar 05, 2024 6:36 pm
In which laboratory should small "Alien artifact" be invested in order for the technology to be studied?
Same question here, but I use the angels science and component overhauls. Went through creative/cheat mode to check all the labs and none seemed to accept them.
by Akronymus
Fri Oct 20, 2023 11:12 am
Forum: News
Topic: Friday Facts #381 - Space Platforms
Replies: 209
Views: 57856

Re: Friday Facts #381 - Space Platforms

Disabling entities/buildings per surface has a lot of potential. I, for one, am really excited for it. Hopefully it is toggleable at runtime and not just at startup time. (Research x technology to unlock y on z surface, for mods)
by Akronymus
Fri Sep 15, 2023 11:36 am
Forum: News
Topic: Friday Facts #376 - Research and Technology
Replies: 368
Views: 80092

Re: Friday Facts #376 - Research and Technology

Will the prod bonus be bound to a recipe or a product? Very different implications for mods between those options. Also, one thing that comes to mind with the new thing: Could you mod a module into the game with a higher quality bonus at the cost of a negative prod bonus, which would be counteracted...
by Akronymus
Fri Sep 08, 2023 12:18 pm
Forum: News
Topic: Friday Facts #375 - Quality
Replies: 838
Views: 191171

Re: Friday Facts #375 - Quality

I don't expect it to, but it'd be great if that also enables modules changing the output of a recipe to a different item, not just different rarity.

Also, can mods set a minimum rarity for certain inputs?
by Akronymus
Fri Apr 21, 2023 7:44 am
Forum: Modding help
Topic: [1.1.80] Moving left results in tree shadows popping in
Replies: 1
Views: 559

[1.1.80] Moving left results in tree shadows popping in

What did you do? move left What happened? shadows popped in at maximum zoom out What did you expect to happen instead? It might be obvious to you, but do it anyway! Shadows not to pop in Does it happen always, once, or sometimes? seems to always happen, if the tree is big enough If you can reproduce...
by Akronymus
Sat Apr 15, 2023 9:45 am
Forum: Resolved Problems and Bugs
Topic: [1.1.80] New item in tab notification renders below the icon for the tab
Replies: 1
Views: 1445

[1.1.80] New item in tab notification renders below the icon for the tab

What did you do? Research a new technology What happened? The notification icon appeared behind What did you expect to happen instead? It might be obvious to you, but do it anyway! Render on top of the tab icon Does it happen always, once, or sometimes? Always, when the icon for the tab is big enoug...
by Akronymus
Fri Apr 14, 2023 4:21 pm
Forum: Duplicates
Topic: [boskid][1.1.80] Crash (Commandable::findDistraction)
Replies: 2
Views: 903

[boskid][1.1.80] Crash (Commandable::findDistraction)

I have no clue as to what could be the root cause the crash, hence the title. It seems to be a nullreference The game crashed shortly after an autosave, altough I don't know if it is relevant. 3071.180 Info AppManagerStates.cpp:1910: Saving finished 3125.310 Error CrashHandler.cpp:494: Exception Cod...
by Akronymus
Tue Jan 03, 2023 10:48 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1389124

Re: Bugs & FAQ

Because searching hasn't led me to a result: How compatible are science/component overhauls with full bobs + full angels + madclown? Asking, because I ran into problems with a similar pack before, where I had added AAI which caused problems with science I only noticed 2 hours later. I'm not sure ab...
by Akronymus
Tue Jan 03, 2023 5:43 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1389124

Re: Bugs & FAQ

Because searching hasn't led me to a result: How compatible are science/component overhauls with full bobs + full angels + madclown? Asking, because I ran into problems with a similar pack before, where I had added AAI which caused problems with science I only noticed 2 hours later.
by Akronymus
Fri Nov 25, 2022 2:02 pm
Forum: News
Topic: Friday Facts #371 - Apple Silicon
Replies: 60
Views: 29747

Re: Friday Facts #371 - Apple Silicon

bombcar wrote:
Fri Nov 25, 2022 2:00 pm
Chris4197 wrote:
Fri Nov 25, 2022 1:56 pm
Why was the porting considered so confidental?
They didn’t want to accidentally leak any hints about Nintendo. Just seeing ARM probably wouldn’t have but seeing some of the changes made to ARM might.
Ooooh, it seems I misread that part then. Thanks for clarifying.
by Akronymus
Fri Nov 25, 2022 1:56 pm
Forum: News
Topic: Friday Facts #371 - Apple Silicon
Replies: 60
Views: 29747

Re: Friday Facts #371 - Apple Silicon

Why was the porting considered so confidental?
by Akronymus
Thu Apr 09, 2020 11:21 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1389124

Re: Bugs & FAQ

Is it intended, that with the full overhaul enabled, mining buildings gives back their parts, rather than the building itself? the last setting of angels industries enables that. I dont remember the name, but it basically causes that whenever you mine something (not just buildings) you get its mate...
by Akronymus
Thu Apr 09, 2020 10:38 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1389124

Re: Bugs & FAQ

Is it intended, that with the full overhaul enabled, mining buildings gives back their parts, rather than the building itself?
by Akronymus
Wed May 11, 2016 5:46 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 315168

Re: [MOD 0.12.29] Robot Soldiers. 0.1.3 squads hunt!

I have a question: Is this mod compatible with bobs mods?

(sry if it has already been asked)
by Akronymus
Fri Oct 31, 2014 10:11 pm
Forum: News
Topic: Friday Facts #58 - It is here
Replies: 45
Views: 36189

Re: Friday Facts #58 - It is here

it gives me the error invalid ip address when trying to connect via hamachi when disabling scenario pack. when i enable both i get: Connection refused by peer. Reason: type(ConnectionReply) confirm(true) status(refused) description(Active mods configuration doesn't match.) remoteApplicationVersion(0...
by Akronymus
Wed Sep 10, 2014 10:35 am
Forum: Ideas and Suggestions
Topic: Advanced Ore Processing
Replies: 24
Views: 14552

Re: Advanced Ore Processing

I hope they add it. Cause it seems fitting for the endgame.
by Akronymus
Mon Sep 08, 2014 12:18 pm
Forum: General discussion
Topic: change name.
Replies: 2
Views: 1403

change name.

I want to change my infame Name because i want to upgrade to the highest Tier and started hating the numbers in my Name. So i want to change it to akronymus now.
by Akronymus
Sun Sep 07, 2014 6:23 pm
Forum: Spread the Word
Topic: Question regarding "borrowing" the game to a friend
Replies: 8
Views: 18883

Re: Question regarding "borrowing" the game to a friend

He bought it anyway. i gave it to him cause the test version didnt really push him over to buy it.
by Akronymus
Sun Sep 07, 2014 8:06 am
Forum: Off topic
Topic: Some RL Factorio (German photo series about iron ore trains)
Replies: 3
Views: 8521

Re: Some RL Factorio (German photo series about iron ore tra

There is a pretty long Transport belt in a desert. And i think ICE Seen a picture of a 500 wagon train spmewhere

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