Search found 19 matches

by brysamo
Sun May 10, 2020 11:03 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662917

Re: Development and Discussion

So I'm experiencing a weird issue with transporting molten glass by train (and honestly I'm not sure if the issue lies within Angel's or Bob's). 1 - Only molten fluids are affected I thought this was just an issue with molten glass but it was the only molten fluid I was transporting. tried it with ...
by brysamo
Thu May 07, 2020 3:26 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662917

Re: Development and Discussion

So I'm experiencing a weird issue with transporting molten glass by train (and honestly I'm not sure if the issue lies within Angel's or Bob's). 1 - Only molten fluids are affected I thought this was just an issue with molten glass but it was the only molten fluid I was transporting. tried it with ...
by brysamo
Thu May 07, 2020 2:05 am
Forum: Pending
Topic: [0.18.21] Fluids at different temperatures not equalizing, preventing train wagons from filling
Replies: 10
Views: 1032

Re: [0.18.21] Fluids at different temperatures not equalizing, preventing train wagons from filling

So then my options are to have the mod not use fluid over 1000°C or wait for whatever is causing this in the base game to be patched, correct?
by brysamo
Wed May 06, 2020 10:23 pm
Forum: Pending
Topic: [0.18.21] Fluids at different temperatures not equalizing, preventing train wagons from filling
Replies: 10
Views: 1032

Re: [0.18.21] Fluids at different temperatures not equalizing, preventing train wagons from filling

https://mega.nz/file/wId1ya5Q#zrSLLVjoeT5FSsD1qyESPGhA8D7DQSwNl9HmpcoJwYY There's no circuity involved here. This did not start happening until Angel's was updated to have realistic temperatures for molten recipes. I just tried it with 765°C steam from one of my power plants and it did not experien...
by brysamo
Fri May 01, 2020 11:14 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 18943

Re: [0.18.x] Bob's Mods: General Discussion

https://forums.factorio.com/viewtopic.php?p=492101#p492101 I found this post. If this is easy to fix, can you explain a little more? Where are these lines. FNEI and Helmod mods have the same problems. Maybe I can fix a few lines myself? Thanks for the quick update. you're basically looking for an e...
by brysamo
Mon Apr 27, 2020 10:36 pm
Forum: Pending
Topic: [0.18.21] Fluids at different temperatures not equalizing, preventing train wagons from filling
Replies: 10
Views: 1032

[0.18.21] Fluids at different temperatures not equalizing, preventing train wagons from filling

To start with I'll point out that this is an issue I'm having with a moded game The mod in particular that seems to be causing this is Angel's Smelting. The issue is that I have a train with fluid wagons that is unable to fill more than 400 units per car on any auto setting. If I switch the train to...
by brysamo
Fri Apr 24, 2020 10:19 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662917

Re: Development and Discussion

So I'm experiencing a weird issue with transporting molten glass by train (and honestly I'm not sure if the issue lies within Angel's or Bob's). 1 - Only molten fluids are affected I thought this was just an issue with molten glass but it was the only molten fluid I was transporting. tried it with ...
by brysamo
Thu Apr 23, 2020 11:41 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662917

Re: Development and Discussion

So I'm experiencing a weird issue with transporting molten glass by train (and honestly I'm not sure if the issue lies within Angel's or Bob's). 1 - Only molten fluids are affected I thought this was just an issue with molten glass but it was the only molten fluid I was transporting. tried it with a...
by brysamo
Fri Apr 17, 2020 3:14 am
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 18943

Re: [0.18.x] Bob's Mods: General Discussion

bobingabout wrote:
Wed Apr 08, 2020 4:05 pm
Added an RTG(Radio-Thermo-electric Generator) intermediate item, which requires Plutonium and the new Sodium cobaltate
That's...a hell of a change for mega-factories. I think I'm done updating my mods until I'm done with this play through :P
by brysamo
Sat Mar 21, 2020 1:31 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662917

Re: Development and Discussion

Changed Electronics Board ingredients to use Cupric instead of Ferrous Chloride Solution
Not that I'm complaining but this doesn't appear to have actually been implemented
by brysamo
Sat Mar 14, 2020 8:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662917

Re: Development and Discussion

So I'm working on my crystal processing zone and just got my puffer stuff up and running...For the love of god is there anyway to change/disable the puffer refugiume sounds? Also is there anyway to actually get rid of polluted artificial fish water? Neither the flare stack nor clarifier wake care of...
by brysamo
Fri Feb 21, 2020 2:44 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662917

Re: Development and Discussion

* Rubyte produces Manganese instead of Nickel: Love. Best change ever. I will never try to stone furnace crushed ruby with this change in place. I am reworking the refining as this was not intended, like it changed more than only that recipe. But since removing the nickel from crushed rubyte is req...
by brysamo
Tue Feb 11, 2020 12:45 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662917

Re: Development and Discussion

So I just updated everything to 0.18 and it seems that some of the ore sorting recipes have been switched around. Looks like the 4x silver got switched with nickel, and the 4x nickel got switched with manganese.
by brysamo
Sun Feb 09, 2020 4:25 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3645
Views: 662917

Re: Development and Discussion

Apologies if this already exists somewhere, but when the update for 0.18 s fully released is there going to be a summarized list of changes?
From browsing through this it seems that some recipe and ratio changes might be occurring. Is that correct? I'd hate to mess up my very late game map.
by brysamo
Sat Mar 02, 2019 2:40 am
Forum: Pending
Topic: [0.17.4] Trains are silent
Replies: 2
Views: 251

[0.17.4] Trains are silent

Not sure if this is a bug or not but trains make absolutely no sound when running now.
I'm running a completely vanilla game.
by brysamo
Sun Mar 18, 2018 8:33 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Increased train speed for nuclear fuel
Replies: 2
Views: 382

Re: [Request] Increased train speed for nuclear fuel

Seems to work fine. Thank you!
by brysamo
Sun Mar 18, 2018 4:36 pm
Forum: Ideas and Requests For Mods
Topic: [Request] Increased train speed for nuclear fuel
Replies: 2
Views: 382

[Request] Increased train speed for nuclear fuel

Simple request. My map is getting big and I could really use a higher top speed for my trains. Maybe just tweak the value from 115 to 150%?
Or could someone point me towards a tutorial on how to do this?
by brysamo
Mon Dec 25, 2017 7:57 pm
Forum: Not a bug
Topic: [16.7] Placing blueprints in chunks not covered by radar
Replies: 1
Views: 541

[16.7] Placing blueprints in chunks not covered by radar

https://forums.factorio.com/viewtopic.php?t=55138 https://forums.factorio.com/viewtopic.php?f=11&t=51247&p=324035&hilit=blueprints+radar#p324035 It seems that as a result of these 2 items being fixed, whenever I place a blueprint that extends into a chunk not covered by radar, the part that is in t...

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