Search found 31 matches
- Wed Jul 03, 2019 8:53 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1220223
Re: Bugs & FAQ
I find a ton of desert gardens, and some swamp gardens, but I've never see a temperate garden. It's listed in some recipes, so is it supposed to spawn on the map like the other gardens? I also had only desert gardens (and trees) for quite a while, but I eventually found both other types. I think so...
- Wed Jul 03, 2019 8:43 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1389446
Re: Development and Discussion
And the latest news is that I'm going to be a dad start of next year. Congrats! As for the mod(s), I think the GitHub idea is probably the best. Most of the individual mods are pretty stable. You can get other people to do all the work of keeping them up-to-date, and you just have to swing by every...
- Tue Jun 04, 2019 10:52 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1220223
Re: Bugs & FAQ
While regular ore smelting gets you 3 plates from 4 ores, advanced gets you 1:1. But steel smelting is 2 steel from 8 iron, while advanced offers 6 steel ingots from 24 iron... the same ratio. There's a slight improvement to the oxygen use but that's hardly a big deal. Smelting ingots is much faste...
- Tue Jun 04, 2019 9:28 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1220223
Re: Bugs & FAQ - incorrect Product definition
... you use amount and probability together which should not be allowed (but still works). I dont know if this is supposed to be this way but the result is that you get either 8 or 0 out of this recipe. it would be more logical if you would get something between 0 and 8 with a probability of .5. I'...
- Fri Apr 19, 2019 11:08 pm
- Forum: News
- Topic: Friday Facts #291 - New Campaign, MP stress testing, HR Icons II
- Replies: 40
- Views: 20987
- Sun Mar 10, 2019 9:03 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.9] Crash drawing path preview in train GUI
- Replies: 5
- Views: 3200
Re: [0.17.9] Crash drawing path preview in train GUI
I was going to throw some signals down and get on with my game... but I accidentally triggered another crash: Loaded previously-attached autosave. Clicked on train to open GUI. Noticed there was still a "temp stop" listed in the train schedule. (No other stops.) Noticed the train was in &q...
- Sun Mar 10, 2019 8:56 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.9] Crash drawing path preview in train GUI
- Replies: 5
- Views: 3200
Re: [0.17.9] Crash drawing path preview in train GUI
I built a new, smaller track loop; I could not get it to crash under any conditions. I suspect there's a size threshold involved somewhere. A few more observations from the original track: Adding any signals on the track (one-way, two-way, one-way the wrong way) prevents the crash. Adding a Y-juncti...
- Sun Mar 10, 2019 8:25 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.9] Crash drawing path preview in train GUI
- Replies: 5
- Views: 3200
Re: [0.17.9] Crash opening train GUI
More testing: Drove manually from base (West) to middle. Removed tracks so disconnected segments were counted as separate blocks. This might not be relevant after all; I was misremembering how "blocks" are defined. Track pieces which aren't connected, but have overlapping bounding boxes sh...
- Sun Mar 10, 2019 7:54 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.9] Crash drawing path preview in train GUI
- Replies: 5
- Views: 3200
Re: [0.17.9] Crash opening train GUI
Reloaded a few more times, tested some things. I think my original guess was right. Pressing "Ctrl" is enough to trigger the crash. Makes sense, the segfault is in the path-preview code. Removing and re-building the train doesn't help. The block-preview on signal placement doesn't crash, b...
- Sun Mar 10, 2019 6:39 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [0.17.9] Crash drawing path preview in train GUI
- Replies: 5
- Views: 3200
[kovarex] [0.17.9] Crash drawing path preview in train GUI
What Happened I was about to hop in a train (only one on the map so far) to go to an outpost. The following took place over 2-3 seconds. Clicked on train to open GUI. Dragged map over to the east, ~2 screens. Hovered over track and held Ctrl. Nothing happened; I expected a temporary-path line. (I m...
- Fri Mar 01, 2019 9:13 pm
- Forum: Implemented Suggestions
- Topic: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confusing
- Replies: 11
- Views: 3942
Re: [0.17.1] The three undestructable non-recipe-changeable differently-feeded buildings in new tutorial might be confus
I very much agree with OP: everything in the tutorial which exists in Freeplay should behave exactly the same. That shouldn't actually restrict anything. The tutorial needs an assembler that can't be removed, has a fixed recipe, and requires no power? Sure! Just make it obviously different from the ...
- Fri Nov 16, 2018 10:11 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84088
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt. No! The underground belt structure should always have the side-load hole. Otherwise how are new players ever going to figure it out? The hole is quite an edge case that you rare...
- Fri Nov 16, 2018 6:54 pm
- Forum: News
- Topic: Friday Facts #269 - Roadmap update & Transport belt perspective
- Replies: 192
- Views: 84088
Re: Friday Facts #269 - Roadmap update & Transport belt perspective
No! The underground belt structure should always have the side-load hole. Otherwise how are new players ever going to figure it out?As a bonus, the underground belt structure has a variant which shows a hole when you side-load into the underground belt.
- Fri Aug 10, 2018 5:12 pm
- Forum: News
- Topic: Friday Facts #255 - Construction tools
- Replies: 140
- Views: 52815
Re: Friday Facts #255 - Construction tools
This, so much. The NanoBots mod isn't perfect but it's a great starting point.WIZ4 wrote:How about a capsule with temporary construction robots for an early game?
- Mon Jul 09, 2018 5:36 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1012437
Re: [0.16] Sea Block Pack 0.2.11
Bad news: Almost everything else that I got forced on is really annoying. All higher science recipes changed. Do you really need to screw this over with each mod version? Introducing big changes with 0.17 would make much more sense. Moreover: None of the changes makes it really more interesting or ...
- Mon Jul 09, 2018 5:21 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1012437
Re: [0.16] Sea Block Pack 0.2.11
I just released the mod I talked about here . It lets you get more ore out of mineral sludge by researching mining productivity. The mod is at https://mods.factorio.com/mod/seablock-mining , and I made a reddit thread for it here that also includes a seed that lets you reach 8 desert trees from the...
- Fri Jul 06, 2018 11:56 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1012437
Re: [0.16] Sea Block Pack 0.2.11
I'm only using about 40 farms to get enough fuel oil, the better farms with advanced technology yield about 10MW fuel value per farm. Less earlier of course, but even ~4MW fuel value per farm is quite impressive. (Basic arboretum produces 4.3MW fuel value if processed as far as charcoal, later this...
- Thu May 17, 2018 6:58 pm
- Forum: Angels Mods
- Topic: Bio recipes seem very off
- Replies: 2
- Views: 2661
Re: Bio recipes seem very off
Thanks for doing the math. You're absolutely right, the new gardening stuff in the bio-processing mod isn't remotely balanced. I think Angel was going for more realism with the long crop-growth times, but he didn't make any other changes to counteract that. The outputs need to turn into vastly more ...
- Fri Nov 03, 2017 10:52 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1012437
Re: [0.15] Sea Block Pack 0.1.6
1. Make sure all your mods are enabled. It's possible some of them aren't active. 2. If that still doesn't work then you could try to get more information about what the specific problem is. Assuming your error is still in override-functions.lua:486, find that file in your mods folder (angelsrefinin...
- Wed Nov 01, 2017 10:48 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1012437
Re: [0.15] Sea Block Pack 0.1.6
foxxxy_j, try this:
- Delete all your mods.
- Install the seablock modpack.
- Try to start a game.
- Assuming that works, re-install other mods one at a time.