Search found 21 matches

by Cabble
Fri Sep 01, 2023 11:34 am
Forum: News
Topic: Friday Facts #374 - Smarter robots
Replies: 203
Views: 33086

Re: Friday Facts #374 - Smarter robots

Very nice update! The mentioned example with "local" deconstruction within a robot network using personal roboports was really annoying. About QoL vs flashy new features I'm even more excited about the QoL stuff. We got a lot of awesome mods to enjoy new content while some very appreciated...
by Cabble
Wed Jul 13, 2022 1:44 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3779
Views: 1248584

Re: Development and Discussion

Hi, after a one-year break I started a new AngelBob run. It all went well until I set up my first ore sorting facility. As expected I got copper ore and iron ore from crushed stiratite. But I cannot smelt these ores anymore. I cannot figure out why. Is there some option I failed to enable or disabl...
by Cabble
Tue Jun 21, 2022 9:10 am
Forum: Multiplayer
Topic: [DE/EN] Looking for chill people to build a Bobs/Angels Factory with
Replies: 4
Views: 2849

Re: [DE/EN] Looking for chill people to build a Bobs/Angels Factory with

After a couple of months without factorio I'd also like to play some relaxing B&A.
Once I already completed BA with Space Extension and enabled Biters offline, but that was at least a year ago.
German/English
Steam: https://steamcommunity.com/id/cabble13/
Discord: Cpp#0710
by Cabble
Sun Aug 16, 2020 7:57 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3779
Views: 1248584

Re: Development and Discussion

It would be nice if ore sorting with catalyst to a single ore would get nerfed. I like the challenge to balanced out multiple ores from 1 sorting, but it doesn't feel rewarding because the yield of catalyst sorting is as good and doesn't even have by-products to worry about. Imho it would be much b...
by Cabble
Sat Jul 18, 2020 2:57 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3779
Views: 1248584

Re: Development and Discussion

It would be nice if ore sorting with catalyst to a single ore would get nerfed. I like the challenge to balanced out multiple ores from 1 sorting, but it doesn't feel rewarding because the yield of catalyst sorting is as good and doesn't even have by-products to worry about. Imho it would be much be...
by Cabble
Tue Mar 12, 2019 3:15 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 167934

Re: [0.17.x] Bob's Mods: General Discussion

Is there a chance we can chose the old circuit board icon-set? I like the old ones much more, even more than the "ShinyBobGfx" ones. The old ones are very good distinctable and I really liked the Icons. Are the new ones WIP? they lack alot of detail imo.
by Cabble
Tue Mar 12, 2019 1:01 am
Forum: Mods
Topic: [0.16] Teleportation
Replies: 62
Views: 33324

Re: [0.16] Teleportation

I made some changes to run it on 0.17.
Feel free to try it. I just have seen late that there is already a pull-request for kinda the same changes.

Edit:

If you can't wait, here is my fork:
https://github.com/ovollbrecht/Teleportation
by Cabble
Sun Mar 03, 2019 11:58 am
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 91
Views: 44153

Re: [0.16.x] ShinyAngelGFX

Wouldn’t it be good if you change the colors of later buildings to match the corresponding color level? For example we have yellow and red (t1/2) for Ore refineries 1 and 2, but Refinery 2 matches ratios with leeching plant 3 (blue), floatation 3 (blue), sorter 4 (purple). IMO it would be better to ...
by Cabble
Sat Mar 02, 2019 9:58 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3779
Views: 1248584

Re: Development and Discussion

In my opinion single ore sorting needs to be buffed or catalytic sortings needs to be nerfed ( i highly prefer the buff!). If my maths is not wrong, single ore sorting and catalytic ore sorting (sorting 2-3 base ores + catalyst to a single ore) yield the same ore count (1 basic ore -> 1 sorted ore)....
by Cabble
Wed Feb 13, 2019 8:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3779
Views: 1248584

Re: Development and Discussion

Sounds nice! :)
Keep the good work going!
by Cabble
Wed Feb 13, 2019 7:47 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3779
Views: 1248584

Re: Development and Discussion

Yep! Pretty much. Though I'd really like to have a good copper sink. :P

Btw. some months ago I made a little donation for you (10€ I think) but got no reponse. :(
by Cabble
Tue Feb 12, 2019 7:26 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3779
Views: 1248584

Re: Development and Discussion

@BlueTemplar: thats what i mean with iron processing. you can make extra steel or extra iron of the bonus ingots you get from processed iron. i always simply use a priority splitter (prio to iron/managnese) and push the remaining iron ingots to steel production. btw I'm not playing seablock. Actualy...
by Cabble
Tue Feb 12, 2019 4:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3779
Views: 1248584

Re: Development and Discussion

Interesting thoughts on this. But all of you seem to agree, that Cupric is interesting, but yet underwhelming. I think it comes down to the fact, that there is always a high copper gain from start (even beside Cupric), but no appropriate (useful) copper sink. If copper was used in more useful produc...
by Cabble
Tue Feb 12, 2019 1:22 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3779
Views: 1248584

Re: Development and Discussion

1. Whats the idea behind cupric ore compared to ferrous ore? 2. Why should i go further after ferrous ore? I'm actualy playing Bobs/Angels mods. The chain i love most is the ferrous-ore. With an output of 1:1 Iron/Managnese I'm getting a constant Iron(+Steel with iron processing) output without bypr...
by Cabble
Thu Aug 02, 2018 12:32 pm
Forum: Ideas and Suggestions
Topic: Make difficulty based achievements
Replies: 9
Views: 4007

Re: Make difficulty based achievements

I totally agree. Really hard achievments would make the game (at least for me) alot more interesting. Since i completed all achievments I don't have many more goals to play for or reasons to build a mega base. Don't get me wrong. The game is alot of fun. I spent ~550 hours. It would just be much bet...
by Cabble
Sun Jul 01, 2018 12:49 pm
Forum: Ideas and Suggestions
Topic: Hidden Object-Information
Replies: 6
Views: 2072

Re: Hidden Object-Information

This problem also occurs with a higher vertical resolution (3440x1440). Logistic network contents seem to be the most common problem.
20180628031506_1.jpg
20180628031506_1.jpg (1.65 MiB) Viewed 2003 times
by Cabble
Fri Jun 29, 2018 10:18 pm
Forum: Ideas and Suggestions
Topic: QOL/Upgrading -> Upgrade-Plan
Replies: 4
Views: 1414

Re: QOL/Upgrading -> Upgrade-Plan

Oh cool, thats nice. Thanks for info
by Cabble
Fri Jun 29, 2018 3:56 pm
Forum: Ideas and Suggestions
Topic: Editing in map view
Replies: 12
Views: 4020

Re: Editing in map view

Also rotation (at least for belts and inserters) would be good in map view.
by Cabble
Fri Jun 29, 2018 3:40 pm
Forum: Ideas and Suggestions
Topic: Save custom world presets / Custom map generator presets / Save/load map-exchange-string
Replies: 78
Views: 22910

Re: Save custom world presets

+1
It's really annoying to always re-select like 20 parameters.
A quick and dirty solution would be to allow changing the preset-file without conflicts in multiplayer (different base-mod).
Would be good enough for now. Some fency GUI can be added later on.
by Cabble
Fri Jun 29, 2018 3:24 pm
Forum: Ideas and Suggestions
Topic: QOL/Upgrading -> Upgrade-Plan
Replies: 4
Views: 1414

QOL/Upgrading -> Upgrade-Plan

Add another plan to blueprint/deconstruction named "upgrade-plan". The color could be yellow. - all objects marked by this plan will be replaced with the next level of it. - It can be configured to upgrade just 1 level or to the max level available by logistic network -- for example you ma...

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