Search found 161 matches

by MadClown01
Tue Dec 18, 2018 1:23 pm
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 89725

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

dan96kid wrote: Fri Nov 30, 2018 9:58 pm I think I found a bug! Seems that the recipe for liquefying oil sands is disabled.
Bug fixed :)
by MadClown01
Mon Jul 02, 2018 12:09 am
Forum: Angels Mods
Topic: Thoughts on ore processing
Replies: 22
Views: 14038

Re: Thoughts on ore processing

It appears I'll be using mixed sorting of elionagate and phosphorite to obtain thorium ore. I'll need some heavy firepower and 30,000+ rails to break the biter horde and find a proper ore source at some point or another. Even other MadClown ores are just a single tiny patch with no secondary field ...
by MadClown01
Sat Jun 16, 2018 11:33 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 97043

Re: [MOD 0.16] MadClown01's Processing

... A very eloquent way of putting it. Honestly the truth is that I accidentally released my testing copy, so I just went "meh" and kept the changes out there. I need to add a proper magnesium processing chain etc, but yeah eventually you'll be able to use it in iron & titanium smelti...
by MadClown01
Sat Jun 16, 2018 11:28 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 39740

Re: [MOD 0.16.x] MadClown01's Science

Just noticed that the particle accelerators are giving omni science packs which naturally do nothing without omni. I'm also wondering about the balance of the research facilities, as not only are the two fluids far easier to make then normal science but it's cheap and fast in comparison. I feel the...
by MadClown01
Sat Jun 02, 2018 5:35 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 97043

Re: [MOD 0.16] MadClown01's Processing

Turning off the gem clean up and equipment group still don't work. Great work by the way. Thanks man :) Should be fixed now! Gem cleanup enabled doesn't do anything. Equipment disabled still shows equipment category. Sorry to say it didn't work out. I would certainly love to eliminate these categor...
by MadClown01
Sat Jun 02, 2018 5:34 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 46921

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

thaelina wrote:Everything seems to be fine with the update.
I am relieved xD
by MadClown01
Thu May 31, 2018 12:06 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 46921

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Except the current version for download on the mod portal doesn't have them attached to chemistry. data:extend( { { type = "recipe", name = "thorium-nuclear-fuel-reprocessing", energy_required = 50, enabled = false, category = "centrifuging", ingredients = {{"used...
by MadClown01
Wed May 30, 2018 2:26 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 46921

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Perhaps we can give some information that would help debugging the problem? The problem hasn't gone away. Is it possible that the bug is related to going from just Nuclear to later integration of AngelBob-Nuclear? Angelbob-Nuclear did not exist (in the mods database) when i started this map, only N...
by MadClown01
Thu May 24, 2018 10:21 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 362883

Re: [0.16.x] Bob's Mods: General Discussion

CMH wrote:On another note, the only other thing that requires cobalt are miners. I say lets make cobalt a little more represented hey?
Tier (3?) belts now require cobalt steel bearings with the right boblogistics settings.
by MadClown01
Thu May 24, 2018 8:11 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 89725

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

This is concerning, I definitely have the right numbers entered in the "energy required" field, but they are somehow all being converted to 0.5. I have no idea why, will investigate.

EDIT: It is fixed! Was an inheritance issue, Angel helped me out
by MadClown01
Thu May 24, 2018 7:38 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 46921

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Ok I'm quite confused. I've spent some time trying to replicate the exact error. The physical (basic) separations are both done in the centrifuge: Physical.png The chemical (advanced) separations are done in either the Angel's or Vanilla chemical plants: Chemical.png Why is this working for me but n...
by MadClown01
Thu May 24, 2018 6:59 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 97043

Re: [MOD 0.16] MadClown01's Processing

I love this mod but it has a minor incompatibility with Seablock, there crystalyzation recipes for the base ores are missing, so while all the advanced tech and processing is there, you cannot obtain the base ores. Any chance of a fix being implemented. I think that'd be on the Seablock author :( N...
by MadClown01
Thu May 24, 2018 6:58 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 97043

Re: [MOD 0.16] MadClown01's Processing

IanRaven wrote:Turning off the gem clean up and equipment group still don't work.

Great work by the way.
Thanks man :)

Should be fixed now!
by MadClown01
Sun May 20, 2018 12:07 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 46921

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

The Nuclear Angelbob extension doesn't list a forum post, so if this isn't suitable here then can delete this. But in the new Angelbob nuclear extension there are multiple recipes converting spent uranium and thorium but i can't seem to find the right building to reprocess spent thorium (or uranium...
by MadClown01
Mon May 14, 2018 10:22 pm
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 46921

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

orzelek wrote:Silly question but for AngelBob should we grab both vanilla and AngelBob version or only AngelBob?
For example the Nuclear stuff for vanilla has info about nuclear ammo but AngelBob doesn't.
Not a silly question, I've been asked a few times! You need both :)
by MadClown01
Mon May 14, 2018 10:28 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 89725

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

steinio wrote:Well, the crushed ore sorting takes only 0.5 instead of 1 tick like the Angel's ores.
Can you please change it so all times are the same?
I went through the code, and couldn't see any differences from Angel's implementation. What exact number are you referring to?
by MadClown01
Mon May 14, 2018 9:58 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 46921

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Ok big change - Clowns-Nuclear has been seperated into two mods, one containing the AngelBob features and one containing the vanilla features. I'll update the page when I can.
by MadClown01
Fri Apr 13, 2018 7:34 am
Forum: Mods
Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
Replies: 97
Views: 46921

Re: [MOD 0.16.x] MadClown01's Nuclear Extension

Northgate wrote:I'm looking forward to it. I'm currently doing a Let's Play series with some of your mods included.
I've watched it - nice work! I just wish my German was a bit better hahaha
by MadClown01
Thu Apr 12, 2018 1:37 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Replies: 133
Views: 89725

Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals

Barton1991 wrote:
MadClown01 wrote:
Jackalope_Gaming wrote:...
Thanks for the detailed report, will fix for next version.

Any ETA on this fix mate?
Releasing now

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