Search found 66 matches

by MageKing17
Tue Sep 08, 2020 10:21 pm
Forum: Angels Mods
Topic: Infinite Ores Adjacent
Replies: 3
Views: 1578

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.
by MageKing17
Wed Jun 10, 2020 9:46 pm
Forum: Releases
Topic: Version 0.18.31
Replies: 56
Views: 27906

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 colourblindness...
by MageKing17
Sat May 16, 2020 5:05 pm
Forum: Angels Mods
Topic: Can't make resin without resin
Replies: 3
Views: 2314

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 – and you have to use 10 wood to make 1 resin, if you don't make it ...
by MageKing17
Sat May 16, 2020 4:58 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1205958

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.
by MageKing17
Sat May 16, 2020 4:53 am
Forum: Not a bug
Topic: [0.18.24] Recipe prototype history shows wrong mods.
Replies: 5
Views: 1623

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 su...
by MageKing17
Fri May 15, 2020 8:35 pm
Forum: Not a bug
Topic: [0.18.24] Recipe prototype history shows wrong mods.
Replies: 5
Views: 1623

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 su...
by MageKing17
Fri May 15, 2020 8:23 pm
Forum: Releases
Topic: Version 0.18.24
Replies: 39
Views: 20678

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 colors...
by MageKing17
Fri May 15, 2020 5:12 am
Forum: Not a bug
Topic: [0.18.24] Recipe prototype history shows wrong mods.
Replies: 5
Views: 1623

[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 refer...
by MageKing17
Tue May 12, 2020 5:12 pm
Forum: Releases
Topic: Version 0.18.23
Replies: 12
Views: 10740

Re: Version 0.18.23

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).
I would just like to say, "Holy fucking shit! This is awesome!"
by MageKing17
Thu Jan 02, 2020 1:30 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 185563

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

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.
It gives you a 7x7 grid.
by MageKing17
Thu Oct 17, 2019 7:07 pm
Forum: Releases
Topic: Version 0.17.70
Replies: 32
Views: 18601

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 "bit...
by MageKing17
Wed Oct 16, 2019 7:53 pm
Forum: Mods
Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 319079

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 0.18] Orbital Ion Cannon 1.8.2
Replies: 502
Views: 319079

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 1.1] Loader Redux
Replies: 131
Views: 78004

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: 129
Views: 59324

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: 3871
Views: 1205958

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: 3871
Views: 1205958

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 fol...
by MageKing17
Tue May 28, 2019 10:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1375149

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: 2284

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.

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