Search found 60 matches

by danyax
Wed Apr 15, 2020 11:22 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3521
Views: 603108

Re: Development and Discussion

I wonder why modules research (lvl 1-8) always require basic circuit boards? I think to make modules progression more meaningful tiers 3-5 and 6-8 should use logic and processor boards. It would also perfectly match with B&A play, where new type of crystals are added - splinters/shards/crystal. Now...
by danyax
Tue Apr 14, 2020 7:51 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3521
Views: 603108

Re: Development and Discussion

I wonder why modules research (lvl 1-8) always require basic circuit boards? I think to make modules progression more meaningful tiers 3-5 and 6-8 should use logic and processor boards. It would also perfectly match with B&A play, where new type of crystals are added - splinters/shards/crystal. Now...
by danyax
Mon Apr 13, 2020 7:00 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 132
Views: 12630

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

I wonder why modules research (lvl 1-8) always require basic circuit boards? I think to make modules progression more meaningful tiers 3-5 and 6-8 should use logic and processor boards. It would also perfectly match with B&A play, where new type of crystals are added - splinters/shards/crystal. Now...
by danyax
Mon Apr 13, 2020 3:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3521
Views: 603108

Re: Development and Discussion

I wonder why modules research (lvl 1-8) always require basic circuit boards? I think to make modules progression more meaningful tiers 3-5 and 6-8 should use logic and processor boards. It would also perfectly match with B&A play, where new type of crystals are added - splinters/shards/crystal. Now ...
by danyax
Mon Apr 13, 2020 3:40 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 132
Views: 12630

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

I wonder why modules research (lvl 1-8) always require basic circuit boards? I think to make modules progression more meaningful tiers 3-5 and 6-8 should use logic and processor boards. It would also perfectly match with B&A play, where new type of crystals are added - splinters/shards/crystal. Now ...
by danyax
Sun Apr 12, 2020 1:06 pm
Forum: Angels Mods
Topic: Valves and UPS?
Replies: 5
Views: 690

Re: Valves and UPS?

automeowtion wrote:
Wed Oct 30, 2019 4:50 am
Do valves use script?

More generally, does using a lot of valves affect performance?
And if the answer is yes, are all valves equal in terms of ups efficiency?

thx!
Have your found any information on the topic?
by danyax
Sun Apr 12, 2020 1:05 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2984
Views: 381425

Re: Bugs & FAQ

May I ask mod development team to provide recommendation what is best/allowed setting for following Bob options (no overhaul, no components mode) Extra Chemistry Nuclear Power Overhaul New oil and sulfur overhaul Oil and sulfur overhaul Radio Thermoelectric Generator New steel Nuclear fuel update E...
by danyax
Fri Apr 10, 2020 4:45 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2984
Views: 381425

Re: Bugs & FAQ

May I ask mod development team to provide recommendation what is best/allowed setting for following Bob options (no overhaul, no components mode) Extra Chemistry Nuclear Power Overhaul New oil and sulfur overhaul Oil and sulfur overhaul Radio Thermoelectric Generator New steel Nuclear fuel update En...
by danyax
Tue Apr 07, 2020 10:19 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2984
Views: 381425

Re: Bugs & FAQ

There is no recipe for voiding Polluted fish water. Is this good? The only use of it is to convert to spores then to bacteria. But this conversation require perchloric acid which require blue science, while all other modules staff seem to require just green science. I went to farming for bacteria, b...
by danyax
Thu Apr 02, 2020 11:21 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3521
Views: 603108

Re: Development and Discussion

Wood from Naphta recipe disabled in new release, but not listed in change log.

boards from paper recipe is so slow. Going to higher tires of paper making increase speed of paper production but last step paper->boards look way to slow.
by danyax
Sun Mar 22, 2020 9:51 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2984
Views: 381425

Re: Bugs & FAQ

Hello there, In my current playthrough (version 0.18.15, mods have the latest update) featuring Bob's Mods and Angel's (minus Bob's Classes, Angel's Bioprocessing, and Angel's Industries) I've run into an issue where production science packs require the vanilla chemical plant as a part of its ingre...
by danyax
Thu Mar 19, 2020 5:51 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3521
Views: 603108

Re: Development and Discussion

New character UI in recent Factorio update has dark background in character inventory. Quite a big visual change. To me Angel icons that looks perfectly distinguishable now blends into background. Containers still has light background. Does anyone has the same problem? Is there is way to change to o...
by danyax
Wed Mar 18, 2020 2:36 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3521
Views: 603108

Re: Development and Discussion

Oh, and regarding the tiers of electric boilers for volume... rather than introducing confusion by having two different tiering systems for boilers (volume for electric, temp for fueled) why not have cooling towers plus purified water convert high temp steam to a higher volume of low temp steam? Th...
by danyax
Fri Mar 13, 2020 2:10 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3521
Views: 603108

Re: Development and Discussion

Can somebody help me to modify Seafloor Pump to allow placement anywhere on the map, not just close to water. Some time ago following code worked well (data update stage): -- pump.fluid_box_tile_collision_test = nil -- pump.adjacent_tile_collision_test = nil -- pump.adjacent_tile_collision_mask = ni...
by danyax
Wed Mar 11, 2020 6:15 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 15
Views: 1042

Re: Entities consuming/producing fluid never go to sleep

conn11, good that you come to the same conclusion regarding how game mechanics works now. Still, I think forum purpose is to provide feedback to developers of real problems dedicated players have. I play with 10 000 science multiplier and expensive recipes on full A&B mods, and many issues that are ...
by danyax
Wed Mar 11, 2020 8:29 am
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 15
Views: 1042

Re: Entities consuming/producing fluid never go to sleep

bobucles wrote:
Tue Mar 10, 2020 11:44 pm
Wait, so a fluid producer can have nothing to do and still be active? Neat. Post your save, devs love that sort of weird stuff.
Just put oil refinery in vanilla without any pipe connection at all - it will consume UPS. Stamp in creative mode 1000 of them and see you UPS drops
by danyax
Wed Mar 11, 2020 6:51 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3521
Views: 603108

Re: Development and Discussion

I propose to add higher tiers of Electric Boiler. Steam is in high demand in petrochem, all buldings has tiers and accept speed modules, but boilers remain the same. Adding module slots to boiler also would be nice. I am not so sure how this will work in factorio, that would just result in a boiler...
by danyax
Tue Mar 10, 2020 8:19 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 15
Views: 1042

Re: Entities consuming/producing fluid never go to sleep

So in conclusion, fluid consuming entities behave as to be expected. Any UPS issues, if not mod related, or theorized, it‘s not clear from OP should be fluid related. Let me state again the problem. I have no way to put to sleep entities that has no *item" output but have fluid output only. They re...
by danyax
Tue Mar 10, 2020 5:27 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 15
Views: 1042

Re: Entities consuming/producing fluid never go to sleep

Like setting circuit conditions controling power switches to turn the power off and on, when your buffering fluid tanks are full or empty enough? Provided of course your fluid handeling areas aren't too interconnected with the rest of the grid... Exactly. Imagine independent rail-based factory bloc...
by danyax
Tue Mar 10, 2020 3:05 pm
Forum: General discussion
Topic: Entities consuming/producing fluid never go to sleep
Replies: 15
Views: 1042

Re: Entities consuming/producing fluid never go to sleep

Any plan to fix it? Currently no plans for optimizing it. Is there any other existing or planned for implementation way to put them to sleep ? Like powering off, disabling with circuits, etc. I might be naive, but would it possible to put entities that we inactive for 10-15 seconds to semi-sleep an...

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