Search found 15 matches
- Sun Jan 29, 2023 5:19 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3776
- Views: 923738
Re: Bugs & FAQ
"Advanced Chemistry" is required to study "Oil steam cracking 1", but not for "Gas steam cracking 1". Is this a bug or is it intended that way?
- Mon Jan 23, 2023 6:55 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 75983
Re: [MOD 0.16] MadClown01's Processing
After last angel mods update wood making (Angel's Bioprocessing) is locked beyond transport science due to tech tree changes. Quick and dirty soultions: Remove dependency on "Sulfur Processing 1" for "Phosphorus Processing 1" . Or remove dependency on "Phosphorus Processing ...
- Wed Jan 04, 2023 12:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3776
- Views: 1121349
Re: Development and Discussion
Oh, by the way. Why did Angels Petrochem make "Basic Chemistry" a prerequisite for "Mechanical Refining"?
- Wed Jan 04, 2023 6:31 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 59
- Views: 27638
Re: [1.1] Bob's Mods: General Discussion
Is there an option to disable tech gate for basic boilers/steam plants? No Which, by the way, leads to the following: complete lack of power source for lab if new game started with "Burner electric generator" (Bob's Power) and "Burner power phase" (Bob's Technology) simultaneous...
- Wed Jan 04, 2023 6:12 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 59
- Views: 27638
Re: [1.1] Bob's Mods: General Discussion
Is there an option to disable tech gate for basic boilers/steam plants?
- Fri Mar 27, 2020 8:21 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3776
- Views: 1121349
Re: Development and Discussion
By the way. Angel's Industries currently don't play nice with Realistic Power mod (which, by default, multiply cost of steam engines and turbines by 4): Screenshot_2020-03-26_19-54-22.png The result is ambiguous: on the one hand almost 450 iron plates are expensive, for a start of the game, on the o...
- Thu Mar 26, 2020 2:35 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 450473
Re: [MOD 0.14] AAI Programmable Vehicles
Fixed in new version:
Bugfixes:
- Fixed error when trying to load with mods with unusual icon sizes.
- Sat Mar 21, 2020 9:19 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 875
- Views: 450473
Re: [MOD 0.14] AAI Programmable Vehicles
The mod stopped working after updating Angel's Bioprocessing due to a new icon with a different size: 83.175 Mods to disable:Failed to load mods: The given sprite rectangle (left_top=0x0, right_bottom=32x32) is outside the actual sprite size (left_top=0x0, right_bottom=15x15). If this is being used ...
- Sat Mar 21, 2020 8:45 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 75983
Re: [MOD 0.16] MadClown01's Processing
Новый точечный рисунок.jpg Quick and dirty fix: add property "icon_size = 32" to "data.raw.recipe["solid-salt"].icons" and "data.raw.recipe["solid-salt-from-saline"].icons" in file "Clowns-Processing_1.3.8/prototypes/overrides.lua" and unc...
- Sat Mar 21, 2020 8:39 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3776
- Views: 923738
Re: Bugs & FAQ
Refining mod stopped working (after update to 0.11.5) with the following message: "Error while loading recipe prototype "solid-salt-from-saline" (recipe): Key "icon_size" not found in property tree at ROOT.recipe.solid-salt-from-saline". I could not reproduce this. I s...
- Sat Mar 21, 2020 6:00 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3776
- Views: 923738
Re: Bugs & FAQ
Refining mod stopped working (after update to 0.11.5) with the following message: "Error while loading recipe prototype "solid-salt-from-saline" (recipe): Key "icon_size" not found in property tree at ROOT.recipe.solid-salt-from-saline".
- Sun Feb 23, 2020 1:44 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3776
- Views: 1121349
Re: Development and Discussion
By the way. This (everything from "Angel's Components" and "Angels Technology" is available from the very beginning of the game) is bug, feature or just beta stage?
- Thu Feb 13, 2020 1:02 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3776
- Views: 1121349
Re: Development and Discussion
What about a burner flare stack? Could that work as an initial help? Well, when I wrote about "lower tier", I kept in mind the old chimney stalks with natural draft and complete lack of any air filtering. But between them and burner flare stack, from a game mechanics point of view, there ...
- Wed Feb 12, 2020 9:04 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3776
- Views: 1121349
Re: Development and Discussion
Also as to the early steel recipe requiring oxygen: that's quite annoying to be Frank. Problem is that there's no way to void gases yet. And all I got are the tiny 5k inline tanks for storage. I just keep deleting and rebuilding them periodically to get rid of the hydrogen. But it doesn't feel good...
- Thu May 23, 2019 8:19 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3776
- Views: 1121349
Re: Development and Discussion
Speaking of balance. Current Bob's mods set "Alloy processing 1" as prerequisite for "Electronics" which leads to a rather strange tech tree: Screenshot_2019-05-24_00-22-18.png Does it really need to research some expensive (in early game) techs just to get basic metal mixing fur...