Search found 66 matches
- Tue Sep 08, 2020 10:21 pm
- Forum: Angels Mods
- Topic: Infinite Ores Adjacent
- Replies: 3
- Views: 2023
Re: Infinite Ores Adjacent
You can use an AAI Miner to mine just the non-fluid-requiring ore patches; I've done that a few times.
- Wed Jun 10, 2020 9:46 pm
- Forum: Releases
- Topic: Version 0.18.31
- Replies: 56
- Views: 32110
Re: Version 0.18.31
Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players.
On the one hand, it's very cool that you're even thinking about features like this. On the other hand, it seems to fall into the usual trap of assuming that the only kind of ...
- Sat May 16, 2020 5:05 pm
- Forum: Angels Mods
- Topic: Can't make resin without resin
- Replies: 3
- Views: 2863
Re: Can't make resin without resin
There were a lot of updates to Angel's and Bob's that are only available for Factorio 0.18.
Angel's mods changed this point: Now you don't need resin for solder early game. The earliest you really need resin is for phenolic boards β and you have to use 10 wood to make 1 resin, if you don't make ...
- Sat May 16, 2020 4:58 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1594613
Re: Bugs & FAQ
Angel's Exploration is missing a call to angelsmods.functions.OV.execute() in data-updates.lua; without that, any recipe changes just sit in the table until the next Angel's mod calls OV.execute(), which finally carries out the recipe changes, and results in a misleading prototype history.
- Sat May 16, 2020 4:53 am
- Forum: Not a bug
- Topic: [0.18.24] Recipe prototype history shows wrong mods.
- Replies: 5
- Views: 2183
Re: [0.18.24] Recipe prototype history shows wrong mods.
So both mods are changing recipes around to zero end effect but because they change how the definition is ordered they get marked as changing things.
Then why isn't the one mod that very definitely actively changes the recipe (Angel's Exploration, which is replacing the iron gear wheels with ...
- Fri May 15, 2020 8:35 pm
- Forum: Not a bug
- Topic: [0.18.24] Recipe prototype history shows wrong mods.
- Replies: 5
- Views: 2183
Re: [0.18.24] Recipe prototype history shows wrong mods.
So both mods are changing recipes around to zero end effect but because they change how the definition is ordered they get marked as changing things.
Then why isn't the one mod that very definitely actively changes the recipe (Angel's Exploration, which is replacing the iron gear wheels with the ...
- Fri May 15, 2020 8:23 pm
- Forum: Releases
- Topic: Version 0.18.24
- Replies: 39
- Views: 24286
Re: Version 0.18.24
-Changed rail segment visualisation colors to be more different from rail signal colors (red/green).
Magenta is harder to see than red was. It's luminosity is almost identical to the rail.
It doesn't particularly matter whether or not you see it, as long as you don't conflate it for adjacent ...
- Fri May 15, 2020 5:12 am
- Forum: Not a bug
- Topic: [0.18.24] Recipe prototype history shows wrong mods.
- Replies: 5
- Views: 2183
[0.18.24] Recipe prototype history shows wrong mods.
Sometimes, the prototype history for recipes indicates the wrong mod(s). As you can see from the screenshot below, it claims the recipe for the basic gun turret is modified by "Angel's Refining" and "Angel's Petro Chemical Processing". Needless to say, neither of those mods references gun-turret; as ...
- Tue May 12, 2020 5:12 pm
- Forum: Releases
- Topic: Version 0.18.23
- Replies: 12
- Views: 12189
Re: Version 0.18.23
I would just like to say, "Holy fucking shit! This is awesome!"FactorioBot wrote: Tue May 12, 2020 12:09 pm
- Added the Prototypes GUI (ctrl + shift + E).
- Added the Prototype Explorer GUI (mouse over most anything + ctrl + shift + F).
- Thu Jan 02, 2020 1:30 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 239995
Re: [0.17.x] Bob's Mods: General Discussion
It gives you a 7x7 grid.enchant wrote: Thu Jan 02, 2020 11:38 am What does the research "Long Inserters 2" give me? Without it researched, I checked and if I try to configure an inserter, I have the full 5x5 grid of locations with no gaps.
- Thu Oct 17, 2019 7:07 pm
- Forum: Releases
- Topic: Version 0.17.70
- Replies: 32
- Views: 21509
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 ...
- Wed Oct 16, 2019 7:53 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 363171
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 ...
- Wed Oct 16, 2019 6:12 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 363171
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 ...
- Sat Sep 21, 2019 1:21 am
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 132
- Views: 89806
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 ...
- Thu Jun 13, 2019 12:24 am
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 71578
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?
- Thu Jun 13, 2019 12:06 am
- Forum: Bob's mods
- Topic: Upgrading robots
- Replies: 7
- Views: 5958
- Thu Jun 13, 2019 12:01 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1594613
Re: Bugs & FAQ
This is from Bob's Logistics, and it's because there's a tier of belts below yellow.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.![]()
- Tue May 28, 2019 10:13 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1594613
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 ...
- Tue May 28, 2019 10:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1776345
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 ...
- Tue May 28, 2019 9:48 pm
- Forum: Angels Mods
- Topic: Hydrogen Sulfide Gas -> Hydrogen Sulfide
- Replies: 3
- Views: 2807
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.