Search found 63 matches
- Sat Oct 31, 2020 9:55 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
Re: Development and Discussion
I have few questions regarding Bob- - Angel mod conbinations. Will greatly appreciate if more experinced player will share their knowledge. I'm running full Angel mods with Angel tech and components enabled I also running following Bob mods and have clear understanding what they add Bob Function Lib...
- Tue Oct 27, 2020 4:03 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
Re: Development and Discussion
He was referring to Friday October 30th, 2020. But in any case, there should not be any breaking changes in the coming release from what I have seen. However, please be aware that component mode is in Beta and Tech overhaul is more like Alpha at the moment. There might be breaking changes in future...
- Tue Oct 27, 2020 2:50 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
Re: Development and Discussion
Santa, I see very active development efforts on githumb. Would you hint when next update will be released? I am starting new megabase with 1000 science multiplier with full A&B + components + new science - a project that will last for me for good few months and I wonder if I will be deadlocked o...
- Wed Apr 15, 2020 11:22 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
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....
- Tue Apr 14, 2020 7:51 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
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....
- Mon Apr 13, 2020 7:00 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 61428
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....
- Mon Apr 13, 2020 3:40 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
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. ...
- Mon Apr 13, 2020 3:40 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 61428
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. ...
- Sun Apr 12, 2020 1:06 pm
- Forum: Angels Mods
- Topic: Valves and UPS?
- Replies: 5
- Views: 3456
Re: Valves and UPS?
Have your found any information on the topic?automeowtion wrote: βWed 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!
- Sun Apr 12, 2020 1:05 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410866
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...
- Fri Apr 10, 2020 4:45 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410866
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...
- Tue Apr 07, 2020 10:19 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410866
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...
- Thu Apr 02, 2020 11:21 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
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.
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.
- Sun Mar 22, 2020 9:51 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410866
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...
- Thu Mar 19, 2020 5:51 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
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...
- Wed Mar 18, 2020 2:36 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
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...
- Fri Mar 13, 2020 2:10 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
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...
- Wed Mar 11, 2020 6:15 pm
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 6107
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 ...
- Wed Mar 11, 2020 8:29 am
- Forum: General discussion
- Topic: Entities consuming/producing fluid never go to sleep
- Replies: 19
- Views: 6107
Re: Entities consuming/producing fluid never go to sleep
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
- Wed Mar 11, 2020 6:51 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1576233
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...