Bug fixed
Search found 161 matches
- Tue Dec 18, 2018 1:23 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 89725
- 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 ...
- 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...
- 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...
- 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...
- 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
I am relieved xDthaelina wrote:Everything seems to be fine with the update.
- 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...
- 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...
- 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
Tier (3?) belts now require cobalt steel bearings with the right boblogistics settings.CMH wrote:On another note, the only other thing that requires cobalt are miners. I say lets make cobalt a little more represented hey?
- 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
EDIT: It is fixed! Was an inheritance issue, Angel helped me out
- 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...
- 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...
- 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
Thanks manIanRaven wrote:Turning off the gem clean up and equipment group still don't work.
Great work by the way.
Should be fixed now!
- 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...
- 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
Not a silly question, I've been asked a few times! You need bothorzelek 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.
- 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
I went through the code, and couldn't see any differences from Angel's implementation. What exact number are you referring to?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?
- 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.
- Mon May 14, 2018 8:18 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
Fixes inbound
- 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
I've watched it - nice work! I just wish my German was a bit better hahahaNorthgate wrote:I'm looking forward to it. I'm currently doing a Let's Play series with some of your mods included.
- 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
Releasing nowBarton1991 wrote:MadClown01 wrote:Thanks for the detailed report, will fix for next version.Jackalope_Gaming wrote:...
Any ETA on this fix mate?