Search found 1611 matches
- Wed Mar 07, 2018 1:19 pm
- Forum: Logistic Train Network
- Topic: Problem when not all wagons should be loaded
- Replies: 11
- Views: 4401
Re: Problem when not all wagons should be loaded
What happens is that it still creates schedules that say "wait until cargo type = >15999" as with any normal, fully used, train. And that creates problems that will become bigger the more my stack inserters can handle, since the train is waiting for 120 seconds cos it cant load 2 wagons. ...
- Mon Mar 05, 2018 11:03 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1429498
Re: Development and Discussion
[*] Chrome, manganese and cobalt plate have exactly zero use. Why is there even an option to make these metals to plates? Also, a lot of other metals have only one recipe they are used for (like zinc or electrum), which looks intended, but it still fells kind of weird[/list] You can take a look to ...
- Wed Feb 28, 2018 10:28 pm
- Forum: Logistic Train Network
- Topic: Read provided items in LTN network?
- Replies: 2
- Views: 1684
Re: Read provided items in LTN network?
I solved it with an arithmetic combinator with ore * 1 from the ltn station on a universal bus (red/green wires) on the main power grid. Yes, thats an easy method, to link up everything via wires and ensure, that its only one way and not linked to the input of the stations. My thought was rather, i...
- Wed Feb 28, 2018 9:49 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1429498
Re: Development and Discussion
All this complexity is fine, but the initial pacing of it is not. With all these changes, especially if you go into gardens, will leave you at the 20 hours mark when you can begin blue science in a well designed non-temporary fairly large base. You can probably speed run a temporary base in a lot s...
- Wed Feb 28, 2018 3:30 pm
- Forum: Logistic Train Network
- Topic: Read provided items in LTN network?
- Replies: 2
- Views: 1684
Read provided items in LTN network?
Sorry, in advance, if this question came up already, but I didn't find it... Is there a way to read the amount of items, which are currently provided through LTN f.e. per Circuit Network, maybe separated by network ids. The idea is, that it would be informative to know, what exactly is provided. Jus...
- Tue Feb 27, 2018 8:38 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1429498
Re: Development and Discussion
What about this one?`(hydrogen chloride is just a useful byproduct)
Wood from green algae and saline water
- Tue Feb 27, 2018 8:27 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1031112
Re: [0.15] Sea Block Pack 0.1.7
I've installed the newest version 0.2.2 of seablock, but I'm getting this error. I also use a lot of mods (bobangel, omni, pyanodon, yuoki), so it's probably a conflict Seablock is supposed to work with the proposed modpack in the list. I guess, other overhaul mods like pyanodon and omni are not co...
- Tue Feb 27, 2018 7:51 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1429498
Re: Development and Discussion
All this complexity is fine, but the initial pacing of it is not. With all these changes, especially if you go into gardens, will leave you at the 20 hours mark when you can begin blue science in a well designed non-temporary fairly large base. You can probably speed run a temporary base in a lot s...
- Tue Feb 27, 2018 6:50 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1031112
Re: [0.15] Sea Block Pack 0.1.7
This topic was covered one page ago: You can craft wooden boards from cellulose fiber, brown algae and copper. the confusion comes from a misleading icon in angels bioprocessing for the wooden-board -> in 0.16: have copper and brown algae inventory and try to craft the basic circuit by hand. thats s...
- Tue Feb 27, 2018 1:22 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1429498
Re: Development and Discussion
Would it make sense to include some jivolite (and maybe crotinium) in the starting area so one can make ferrous and cupric ores? I'm playing with RSO and both jivolite and crotinium are far away and covered by aliens which makes it hard to scale up pure iron production. Thats a good idea. This woul...
- Tue Feb 27, 2018 1:17 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1031112
Re: [0.15] Sea Block Pack 0.1.7
Why my wind turbines flash red "power missing" symbol. These are power generators and do not require power to operate - right? Wind turbines are connected and powering my factory, factory is powered by fully utilized wind turbines supplemented by steam engines that are operating at partia...
- Tue Feb 27, 2018 10:53 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1429498
Re: Development and Discussion
Now Angel's was always a really slow start. Having to research all these techs and building up even more infrastructure pushes the point where you have enough iron back by at least two hours. Two hours in which you are iron starved. I can't play in an iron starved fashion. I'm the kind of Factorio ...
- Tue Feb 27, 2018 10:35 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1031112
Re: [0.15] Sea Block Pack 0.1.7
You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf? No, you need to do some specific stuff like crushing stiratite, craft a circuit, craft an green algae. At the end of this chain, the lab is unlocked. The tech tree says I need a certain number of thin...
- Tue Feb 27, 2018 10:04 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1031112
Re: [0.15] Sea Block Pack 0.1.7
No, you need to do some specific stuff like crushing stiratite, craft a circuit, craft an green algae.lol10096 wrote:You need to research Automation and a lot more things to be able to even craft a fucking lab. wtf?
At the end of this chain, the lab is unlocked.
- Mon Feb 26, 2018 1:22 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1429498
Re: Development and Discussion
Thanks for all your tips, I appreciate your help! Green + Sodium Hydroxide gives you boards directly The problem with wood from Saline Water Electrolysis is that it requires Green Science to get rid of the Chlorine and Hydrogen Gas, and at that early point in the game I have no use for either. I gu...
- Mon Feb 26, 2018 9:36 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1429498
Re: Development and Discussion
So, enough talk about out-game stuff. Now let me tell you about my experience playing angel's+bob's! I started mining, crushing and smelting saphirite and stiratide to get to red science. I did some early "dirty" bobmonium sorting to get glass for a dozen of greenhouses, as bob's basic ci...
- Sun Feb 25, 2018 1:17 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1031112
Re: [0.15] Sea Block Pack 0.1.7
Oh dangTrainwreck wrote: [*] Add chrome ingredient to advanced processing units
![Smile :)](./images/smilies/icon_e_smile.gif)
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
- Thu Feb 22, 2018 2:19 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1031112
Re: [0.15] Sea Block Pack 0.1.7
Is reaching Lazy Bastard challenge intended to possible? I plan on reaching it (in spirit, additionally it would be nice if game recognized it) and I may check whatever it is possible to win with crafting within limit in SeaBlock. There is no point in doing that and posting about if that it fixes f...
- Wed Feb 21, 2018 4:27 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1031112
Re: [0.15] Sea Block Pack 0.1.7
Is reaching Lazy Bastard challenge intended to possible? I plan on reaching it (in spirit, additionally it would be nice if game recognized it) and I may check whatever it is possible to win with crafting within limit in SeaBlock. There is no point in doing that and posting about if that it fixes f...
- Tue Feb 20, 2018 4:12 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 303820
Re: Bugfix v1.5.1
Hi all - Version 1.5.1 should be available. Only two changes, I fixed the missing recipe category for the diamond crystal and added fluid pipe connections (with appropriate color graphics) to the machine tool 1. Sorry for the tiny update, like I talked about just before this I haven't had a lot of ...