Search found 56 matches

by MageKing17
Thu Oct 17, 2019 7:07 pm
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 6971

Re: Version 0.17.70

On the flip side, I imagine that creating artificial bottlenecks could now become extremely (inappropriately?) useful. If that works out, that may be too much of an accidental defensive buff paired with the belt interaction change here: https://factorio.com/blog/post/fff-283 ...? How does "biters c...
by MageKing17
Wed Oct 16, 2019 7:53 pm
Forum: Mods
Topic: [MOD 0.17] Orbital Ion Cannon 1.7.2
Replies: 490
Views: 180586

Re: [MOD 0.17] Orbital Ion Cannon 1.7.2

It seems that changes in the Mod Settings to the Cooldown time do not change the timer. I have set it to 3600 seconds for the cooldown in the menu, but the timer remains at 300 seconds. Can this be looked into? You're not expecting an already-active timer to change values, are you? The cooldown set...
by MageKing17
Wed Oct 16, 2019 6:12 pm
Forum: Mods
Topic: [MOD 0.17] Orbital Ion Cannon 1.7.2
Replies: 490
Views: 180586

Re: [MOD 0.17] Orbital Ion Cannon 1.7.2

It seems that changes in the Mod Settings to the Cooldown time do not change the timer. I have set it to 3600 seconds for the cooldown in the menu, but the timer remains at 300 seconds. Can this be looked into? You're not expecting an already-active timer to change values, are you? The cooldown set...
by MageKing17
Sat Sep 21, 2019 1:21 am
Forum: Mods
Topic: [MOD 0.16 / 0.17] Loader Redux 1.4.9
Replies: 120
Views: 29485

Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9

is it possible to have an update to connect to circuit network and have the same options as filter insertters? No; loaders are unable to be connected to the circuit network on the engine level. If you want something like a loader that behaves like a filter inserter, I'd suggest miniloaders (which w...
by MageKing17
Thu Jun 13, 2019 12:24 am
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 118
Views: 18501

Re: [MOD 0.15.15+] FNEI Mod

Chapeau-Claque wrote:
Tue Jun 11, 2019 4:01 pm
I'm trying to make fibreglass boards in Sea Block (story in Bob's and in Angels) and found that FNEI does not check the flag: enabled = "false".
In short, a recipe shows up in FNEI but can't be used in playing.

Would you consider implementing such a check?
by MageKing17
Thu Jun 13, 2019 12:01 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2557
Views: 314137

Re: Bugs & FAQ

Astrella wrote:
Wed Jun 12, 2019 6:56 pm
So my friend and I are playing Bob's / Angel's, last experimental version and yellow belts are somehow at 30 i/s now. :P
This is from Bob's Logistics, and it's because there's a tier of belts below yellow.
by MageKing17
Tue May 28, 2019 10:13 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2557
Views: 314137

Re: Bugs & FAQ

Angel's Refining adds barrelling, yet "Bottle Gas Processing", and fill/empty for "Gas Bottles" of Deuterium and Hydrogen Sulfide still seems to exist? (and Since they need an "air-pump" I'm not sure they're usable at all From what I understand those should be auto folded into the "Fluid Handling" ...
by MageKing17
Tue May 28, 2019 10:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3073
Views: 511355

Re: Development and Discussion

A metal-mixing furnace (or multi-purpose furnace) is needed to make solder plate, copper-tungsten plate, tungsten carbide plate, and blue/orange alien alloy. A chemical-mixing furnace (or multi-purpose furnace) is needed to make lithium chloride (from lithia water), silicon carbide, silicon nitride,...
by MageKing17
Tue May 28, 2019 9:48 pm
Forum: Angels Mods
Topic: Hydrogen Sulfide Gas -> Hydrogen Sulfide
Replies: 3
Views: 434

Re: Hydrogen Sulfide Gas -> Hydrogen Sulfide

Hydrogen Sulfide is too new for a conversion valve recipe to exist; at the moment, there is no way to make Deuterium with Angel's.
by MageKing17
Tue May 21, 2019 6:41 pm
Forum: Angels Mods
Topic: Overflow/top-up valve percentages
Replies: 2
Views: 288

Re: Overflow/top-up valve percentages

In any situation where you'd want to use both valves, pumps with circuits will almost certainly work better (and with much more fine control).
by MageKing17
Mon May 20, 2019 3:48 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3073
Views: 511355

Re: Ore sorting tires

I noticed that direct iron/copper/lead/tin takes crushed ores. Silicon, bauxite, silver you get from crushed ores but only with the mixed results. Direct silicon, bauxite, silver sorting needs chunks and is one tire harder. But for titanium, gold, uranium you get everything from crystals, direct or...
by MageKing17
Mon May 20, 2019 3:26 pm
Forum: Angels Mods
Topic: Dramatic change in infinite ore outputs.
Replies: 9
Views: 917

Re: Dramatic change in infinite ore outputs.

It was fixed a while ago.
by MageKing17
Thu May 16, 2019 9:12 pm
Forum: Mods
Topic: [MOD 0.17.x]Helmod: Assistant to plan its base.
Replies: 210
Views: 43286

Re: [MOD 0.17.x]Helmod: Assistant to plan its base.

ramyalexis wrote:
Tue May 14, 2019 8:27 am
For example you can burn power poles, woodden boxes and so on.
Not in 0.17, you can't.
by MageKing17
Thu May 16, 2019 8:39 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2557
Views: 314137

Re: Bugs & FAQ

jodokus31 wrote:
Mon May 13, 2019 8:26 am
A bigger problem was more, to get rid of too much sodium hydroxide. Now you can turn it to liquid and void it.
Void it how, exactly? Sodium Hydroxide Solution doesn't have any void recipes.
by MageKing17
Thu May 16, 2019 8:20 pm
Forum: Angels Mods
Topic: No way to reuse water in a cooling loop?
Replies: 6
Views: 660

Re: No way to reuse water in a cooling loop?

evandy wrote:
Tue May 14, 2019 2:11 pm
Requiring purified seems like a better setup than covering purified water back to normal water. Or you could get "infinite" saline by hooking the output of a hydro plant up to the input...
You can already get infinite saline water with a Salination Plant; I fail to see why that matters.
by MageKing17
Sun May 05, 2019 1:23 pm
Forum: Mods
Topic: [MOD 0.17] Orbital Ion Cannon 1.7.2
Replies: 490
Views: 180586

Re: [MOD 0.17] Orbital Ion Cannon 1.7.2

2: The firing only reveals one single chunk at the position of impact, which doesn't show the full extent of destruction of the hit. This somewhat reduces the level of enjoyment gained since you can't watch the full carnage if you don't have radar coverage at that location.This would ideally change...
by MageKing17
Sun May 05, 2019 12:56 pm
Forum: Releases
Topic: Version 0.17.36
Replies: 15
Views: 7507

Re: Version 0.17.36

FactorioBot wrote:
Fri May 03, 2019 4:25 pm
Bugfixes
  • Fixed that ghosts could be built in fog of war.
This renders M.I.R.V. and Orbital Ion Cannon incapable of targeting anything outside of radar range, which somewhat ruins the point.
by MageKing17
Sat May 04, 2019 2:05 am
Forum: Angels Mods
Topic: No way to reuse water in a cooling loop?
Replies: 6
Views: 660

Re: No way to reuse water in a cooling loop?

You can use it to recycle your spent ceramic filters from recycling the coolant, although you'll still get a little extra left over, I think.
by MageKing17
Fri May 03, 2019 3:09 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 645
Views: 52283

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

DaveSh99 wrote:
Thu May 02, 2019 5:40 pm
Yes, i understand that the devs thoughtfully renamed player to character or something to that effect. Broke a pile of mods.
Deadlock989 wrote:
Thu May 02, 2019 6:14 pm
Well, this is what "experimental" means.
It was also announced beforehand.

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