Search found 207 matches

by valneq
Sat Feb 22, 2020 10:41 pm
Forum: Gameplay Help
Topic: Item Boxes with resources mini-icon gone?
Replies: 2
Views: 47

Re: Item Boxes with resources mini-icon gone?

The icons showing the contents & settings of machines are known as "Alt Mode". You can easily activate and deactivate it by pressing the alt key on your keyboard, or the button labelled "ALT" next to your quickbar at the bottom of the screen.
by valneq
Fri Feb 21, 2020 9:32 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3252
Views: 553270

Re: Development and Discussion

Wait … so for a while the only way to get Thorium in AngelBob will be to crystallize? I know that MadClown's adds more Thorium recipies. While I do like that, I am still not sure whether I like most of MadClown's other changes to AngelBob. You first need to get nuclear going anyway for it to be use...
by valneq
Fri Feb 21, 2020 7:51 pm
Forum: Ideas and Suggestions
Topic: Crafting Time Variance
Replies: 14
Views: 187

Re: Crafting Time Variance

I'd like there to be a slider in the game settings to create and change the variance in crafting time for items so that crafting time will be a range rather than a defined duration. For example, if I set the crafting variance to 10%, the time taken to craft a splitter would vary between .9 to 1.1 s...
by valneq
Fri Feb 21, 2020 6:55 pm
Forum: PyMods
Topic: pY Alien Life - Discussion
Replies: 421
Views: 38740

Re: pY Alien Life - Discussion

empty farms dont work I believe adding this kind of information to the entity/item descriptions in the tooltips for both the farms and the animals/plants will help people to understand what is going on. Please note: I have not played pyAL yet, but from the mere amount of confusion I deduce this is ...
by valneq
Fri Feb 21, 2020 6:49 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3252
Views: 553270

Re: Development and Discussion

Wait … so for a while the only way to get Thorium in AngelBob will be to crystallize?

I know that MadClown's adds more Thorium recipies. While I do like that, I am still not sure whether I like most of MadClown's other changes to AngelBob.
by valneq
Fri Feb 21, 2020 6:41 pm
Forum: Ideas and Suggestions
Topic: switch green/red wire position on substation
Replies: 17
Views: 364

Re: switch green/red wire position on substation

This really is an unnecessary inconsistency. Changing the wire positions for the substations to make them consistent with the other power poles will considerably reduce wire crossing – without any obvious downsides.
by valneq
Fri Feb 21, 2020 5:12 pm
Forum: Outdated/Not implemented
Topic: [0.17.79] Please please please let electric poles be rotated
Replies: 34
Views: 473

Re: [0.17.79] Please please please let electric poles be rotated

Wait … these are only for two poles placed horizontally. How about placing poles vertically? This problem should not have full rotational symmetry.
by valneq
Thu Feb 20, 2020 2:59 pm
Forum: Gameplay Help
Topic: Simple Questions and Short Answers
Replies: 1078
Views: 143689

Re: Simple Questions and Short Answers

Hello! What does "Protect empty teams" mean? (Create multiplayer server -> PvP configuration -> "Game Settings" tab -> "Protect empty teams" check box). This setting will make the base of a team to be protected when no players from that team are online. I am not sure about the exact dynamics though...
by valneq
Thu Feb 20, 2020 12:42 am
Forum: Bug Reports
Topic: [0.18.7] Inconsistent display of consumed resources for Fluid Electric Mining Drill
Replies: 2
Views: 71

Re: [18.7] Inconsistent display of consumed resources for Fluid Electric Mining Drill

Does anybody know what happens when you place a miner in range of several ores that require different fluids to mine? I mean: With Angel's Ores and divOresity you can generate such a situation where a miner needs ~4 different fluids. Apart from the problem of fluid mixing – what does the tooltip say...
by valneq
Wed Feb 19, 2020 2:45 am
Forum: Ideas and Suggestions
Topic: [0.18.6] Map icons hidden behind electricity cables
Replies: 3
Views: 78

Re: [0.18.6] Map icons hidden behind electricity cables

Also confusing: while the names of train stations are drawn above the red pollution cloud, the circles indicating their position are drawn below, turning pink.
by valneq
Tue Feb 18, 2020 3:47 am
Forum: Won't fix.
Topic: [0.17.79] Placing train signal over its ghost does not adopt its direction
Replies: 14
Views: 543

Re: [0.17.79] Placing train signal over its ghost does not adopt its direction

If the item in hand is taken directly from your inventory or item shortcut used, and placed over the ghosted entity. it will adopt the default rotation for that item. However, if the dropper/picker/pipette (Q by default on English layout KB's) is used to bring the item to hand while hovering over t...
by valneq
Tue Feb 18, 2020 3:42 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3252
Views: 553270

Re: Development and Discussion

Maybe I am missing something? (Except from the wrong ratios in the picture) Yeah, the ratios are off, but does not matter for your argument. You are perfectly right. In the game that I am currently experimenting with 0.18 (where I also cross-checked the garden thing) I do have wood fully automated ...
by valneq
Mon Feb 17, 2020 9:29 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3252
Views: 553270

Re: Development and Discussion

the garden mutations are indeed locked behind nuclear (purple) science, as intended. Do you think this is too far? No. My concern was that without any temperate gardens, the only way to get the temperate farming going (a great source of cellulose) would be locked behind nuclear science in an Angel'...
by valneq
Mon Feb 17, 2020 8:34 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3252
Views: 553270

Re: Development and Discussion

Looks like lovely_santa was able to fix the garden generation really quickly:
https://github.com/Arch666Angel/mods/issues/39

Thanks to everybody for helping to test & debug this :-D
by valneq
Mon Feb 17, 2020 6:25 pm
Forum: Not a bug
Topic: [0.18.2] Turret placement in ghost mode doesn't respect direction
Replies: 7
Views: 175

Re: [0.18.2] Turret placement in ghost mode doesn't respect direction

Since gun turrets and laser turrets automatically orient themselves toward the enemy, this is a purely visual issue – and only for turrets that have not yet seen enemies, am I correct? Or are you concerned about the time it takes the turret to change its orientation?
by valneq
Mon Feb 17, 2020 3:40 pm
Forum: Ideas and Suggestions
Topic: Display all consumed resources for ghost mine (Uranium) in Tooltip - information panel
Replies: 5
Views: 105

Re: Display all consumed resources for ghost mine (Uranium) in information panel

Your ghost is missing the sulfuric acid plumbing as well... as you sure you're over vanilla uranium? Posting a save might be in order here. It is a vanilla game (sandbox) created for the sole purpose of providing screenshots for this suggestion. The plumbing is superfluous to the suggestion. I thin...
by valneq
Sun Feb 16, 2020 7:28 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3252
Views: 553270

Re: Development and Discussion

Has anyone had other gardens than swamp gardens spawn? As for the trees, I have about 10 desert, 10 temperate and 20 swamp trees. As I would expect, starting in a swamp. But as I ventured into other biomes, I only found other trees, not other gardens. Could well just be how it generated, but it's o...
by valneq
Sun Feb 16, 2020 3:23 am
Forum: Bob's mods
Topic: [0.18.x] Boblocale: Non-english localizations
Replies: 113
Views: 41430

Re: [0.18.x] Boblocale: Non-english localizations

Guys, we're 0.18 compatible. Thanks a lot for that :-) I took this as an additional motivation to go through the German translations once again, made some new suggestions, marked some as issues. In particular tried to make things more in line with the updated German translations of the base game. J...
by valneq
Sun Feb 16, 2020 12:47 am
Forum: Ideas and Suggestions
Topic: [0.18.6] Map icons hidden behind electricity cables
Replies: 3
Views: 78

Re: [0.18.6] Map icons hidden behind electricity cables

[sarcasm]
Just toggle the visualization of pollution, then you will see neither power cables, nor icons :-P
[/sarcasm]

But seriously: The OP is right, the layering of objects rendered on the map needs some rethinking. Hope the devs will address this.
by valneq
Sun Feb 16, 2020 12:45 am
Forum: Ideas and Suggestions
Topic: Make trains using nuclear fuel glow
Replies: 2
Views: 92

Re: Make trains using nuclear fuel glow

Trains with uranium fuel are super fast, is that not enough as visual feedback?

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