Search found 34 matches

by Chapeau-Claque
Mon Jul 20, 2020 7:19 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652264

Re: Development and Discussion

Another design issue. Lead ore can be refined into lead ingots and then turned into plates with a lvl 1 tech. However, the byproduct, sulfur dioxide gas, cannot be voided at that tech level - it's a lvl 2. That means that lead cannot be fully automated at lvl 1 - you have to empty the SO2 from what...
by Chapeau-Claque
Mon Jul 20, 2020 7:04 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652264

Re: Development and Discussion

Another design issue. Lead ore can be refined into lead ingots and then turned into plates with a lvl 1 tech. However, the byproduct, sulfur dioxide gas, cannot be voided at that tech level - it's a lvl 2. That means that lead cannot be fully automated at lvl 1 - you have to empty the SO2 from whate...
by Chapeau-Claque
Mon Jul 20, 2020 10:39 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 352
Views: 126549

Re: [0.17+] Space Exploration WIP

Playing Krastorio 2 with SE. Why is all the imersite removed between preview and game start? Is there a setting I can change?
by Chapeau-Claque
Thu Jul 16, 2020 12:17 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652264

Re: Development and Discussion

The Clarifier is, IMO, subject to overtech - it should use Electronics Block 0 instead of EB 1.
Clar.png
Clar.png (71.97 KiB) Viewed 1099 times
by Chapeau-Claque
Tue Jun 23, 2020 6:05 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652264

Re: Development and Discussion

Thanks for the settings tips.

I still think there is a case for Current becomes Marathon & New Light as Normal.
by Chapeau-Claque
Tue Jun 23, 2020 2:28 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652264

Re: Development and Discussion

Please seriously consider making a version with less expensive techs. This below is what is needed for the first electric assembler, the 0.5 crafting speed one. 4800 plates and loads of other items. Well, you also need 64 Red Science analysers, but they cost a fraction of these 128 production Dataco...
by Chapeau-Claque
Wed Jun 03, 2020 4:06 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3307
Views: 428061

Re: Bugs & FAQ

With Ref 0.11.12, the Electro Whinning Cell building can't be crafted. It's present in the refining-technology lua so possibly overridden. Does not show up in list of unlocked techs in research screen. What mods do you have? Do you play with bobs mods? bobplates in particular? How many angels mods ...
by Chapeau-Claque
Wed Jun 03, 2020 1:18 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3307
Views: 428061

Re: Bugs & FAQ

With Ref 0.11.12, the Electro Whinning Cell building can't be crafted. It's present in the refining-technology lua so possibly overridden. Does not show up in list of unlocked techs in research screen.
by Chapeau-Claque
Wed Jun 03, 2020 12:39 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652264

Re: Development and Discussion

The purpose of mud as an item has evolved from being a nuisance by-broduct in the washing chain that had to be managed to an input product in the farm-power chain. Therefore, it would be good to have a recipe in the washing chain that focused on producing mud, to complement the current methods of g...
by Chapeau-Claque
Wed Jun 03, 2020 5:53 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3627
Views: 652264

Re: Development and Discussion

The purpose of mud as an item has evolved from being a nuisance by-broduct in the washing chain that had to be managed to an input product in the farm-power chain. Therefore, it would be good to have a recipe in the washing chain that focused on producing mud, to complement the current methods of ge...
by Chapeau-Claque
Tue Jun 02, 2020 3:32 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3307
Views: 428061

Re: Bugs & FAQ

I migrated to Bio 0.7.10 from 0.7.8 and had to re-research the 2nd level of swamp farming, the one with crops 4 & 5. I checked the migration lua (below) and noticed that desert is listed twice but swamp is missing. Nothing major, more of a nuisance. for techToResearch, techToCheck in pairs{ ["bio-te...
by Chapeau-Claque
Sat May 30, 2020 4:19 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1689
Views: 598202

Re: [0.18] Sea Block Pack 0.4.6

These are the change notes for the 0.4.5 Sea Block Mod (not to be confused with the Sea Block Pack): Version: 0.4.5 Date: 30. 5. 2020 Changes: - Adjust blue algae tech requirements back down to green science - Add thermal water recipe for use with thermal bore - Move jivolite and crotinum ore crysta...
by Chapeau-Claque
Sat May 30, 2020 12:43 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1689
Views: 598202

Re: [0.18] Sea Block Pack 0.4.6

New version of Sea Block, but what versions of base game, Angel's & Bob's are supported? Same as before or OK to upgrade to latest? First post says 0.18.18 for base game.
by Chapeau-Claque
Wed Apr 15, 2020 12:15 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3307
Views: 428061

Re: Bugs & FAQ

Perhaps not a bug but an indicator of something beeing not quite all right:

Research screen shows two equal recipes turning Beans into Nutrient Pulp. Angel's Bio 0.7.7
BeansToNP.jpg
BeansToNP.jpg (71.03 KiB) Viewed 895 times
by Chapeau-Claque
Sun Apr 12, 2020 9:49 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1689
Views: 598202

Re: [0.18] Sea Block Pack 0.4.5

Oh, what bliss!

While it's very appropriate and well done, I simply couldn't listen to the electrolyser sound any more. So I replaced its sound file with one with birds singing, found on Wikimedia commons.

In other news, it seem like the fuel oil energy value will be adjusted to 10x its current.
by Chapeau-Claque
Fri Apr 10, 2020 6:06 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1689
Views: 598202

Re: [0.18] Sea Block Pack 0.4.4

If you want to unzip Angel's petrochem, it's a 1-line fix. I have submitted a PR for it over at Angel: https://github.com/Arch666Angel/mods/pull/76 I expect it to be included in the next version of Angel once they have a chance to test &merge, but you can run with it now if you need to. Could you p...
by Chapeau-Claque
Mon Mar 30, 2020 4:16 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3307
Views: 428061

Re: Bugs & FAQ

Playing Seablock - Angels Bio 0.7.5. When trying to put a stack of fish in a butchery with the standard left click while holding the stack in hand, all that happens is that one fish disappear. To add to the butchery, one must open it and then add the stack of fish.
by Chapeau-Claque
Mon Mar 16, 2020 8:13 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 10535

Re: [0.18] Please post bugs and balance issues here.

While in the in-game updater, the change log for Bob's Logistics Mod is not available. The logs can be accessed for all of your other mods, but not this one.
by Chapeau-Claque
Sun Mar 08, 2020 7:18 pm
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1689
Views: 598202

Re: [0.18] Sea Block Pack 0.4.4

Worked OK, Thanks!
by Chapeau-Claque
Sun Mar 08, 2020 7:41 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1689
Views: 598202

Re: [0.18] Sea Block Pack 0.4.4

Red Algae broken in 0.4.4. This seems to be a result of Angel's introduction of Lithia Salt, which does not completely replace Lithium Chloride. Brown Algae produces Lithia Salt, which is unusable. With Bob's pumps disabled we can not produce Lithium Chloride, which means we can not produce Thermal...

Go to advanced search