My apologies for reposting, but I just disabled ALL mods for this save (except base mod) and still can't build rails on landfill.
I am doing a playthrough using K2+SE; the only thing that changed just now is that I upgraded from 1.1.7 to 1.1.8.
Search found 20 matches
- Thu Jan 07, 2021 9:18 pm
- Forum: Pending
- Topic: 1.1.8 can't build rails on landfill
- Replies: 3
- Views: 1467
- Thu Jan 07, 2021 9:07 pm
- Forum: Pending
- Topic: 1.1.8 can't build rails on landfill
- Replies: 3
- Views: 1467
1.1.8 can't build rails on landfill
subject.
- Mon Dec 14, 2020 12:58 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 560831
Re: pY Raw Ores Discussion
As long as I’m spamming advice, I assume that you’re using helmod, and you have been using helmod through a rocket launch or two of AB, but you’re all grown up now. You need to upgrade to YAFC.
https://github.com/ShadowTheAge/yafc
https://github.com/ShadowTheAge/yafc
- Mon Dec 14, 2020 12:50 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 560831
Re: pY Raw Ores Discussion
On the other hand, nothing you are upset about will actually be a real problem, but that takes a few hundred hours into Py to realize.
- Mon Dec 14, 2020 12:48 am
- Forum: PyMods
- Topic: pY Raw Ores Discussion
- Replies: 1519
- Views: 560831
Re: pY Raw Ores Discussion
Probably coal gas AND tar is the correct answer. Raw coal into DDTs will be the source.
Please be aware that you will not be happy with the results, and it gets much, much grimdark from here.
Please be aware that you will not be happy with the results, and it gets much, much grimdark from here.
- Wed Jul 29, 2020 2:15 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 372336
Re: pY Alien Life - Discussion
I'm taking an initial look using Helmod and my feet to understand all the resource chains. I've figured out everything to get to red science -- including seaweed and the mechanic of how seaweed is a module that you need to slot to get everything started, and that you get your first seaweed ...
- Wed Jul 29, 2020 2:11 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 372336
Re: pY Alien Life - Discussion
There appears to be a bug in the latest recipes-sap.lua sap/sap seed spawning logic. I reverted the logic back the May 24 logic in a local copy, and everything worked fine.
for _, tree in pairs(data.raw.tree) do
tree.minable.results =
{
{type = 'item', name = 'wood', amount = tree.minable.count ...
for _, tree in pairs(data.raw.tree) do
tree.minable.results =
{
{type = 'item', name = 'wood', amount = tree.minable.count ...
- Wed Jul 29, 2020 12:43 pm
- Forum: PyMods
- Topic: pY Alien Life - Discussion
- Replies: 890
- Views: 372336
Re: pY Alien Life - Discussion
I'm taking an initial look using Helmod and my feet to understand all the resource chains. I've figured out everything to get to red science -- including seaweed and the mechanic of how seaweed is a module that you need to slot to get everything started, and that you get your first seaweed through ...
- Fri Jul 24, 2020 9:56 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
So I'm thinking a bit about how bio and biters fit into AB. You've got to do some bio for wood, and you've got to do biters for modules, but after all is said and done the integration feels a bit thin. If you'll spot me a pun: it feels inorganic. For the most part, you play around bio/biters, and ...
- Thu Mar 19, 2020 10:56 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
The dev notes say you added a void for sodium hydroxide? Now that we can liquify it I guess it makes sense, but it was stuck in my head as "the 1 darned thing you can't void and have to deal with." It's a shame to lose it, but I'm sure there will be something else to fill that gap.
Some just ...
- Mon Feb 24, 2020 8:14 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
Played around a bit with the new industrial and tech stuff. Playing on my default of expensive mode too. Figured I'd give my first impressions:
1. Two bugs sprang to notice pretty quickly. Picking up some buildings deconstructed them to their components. And in order to make red science you ...
- Mon Feb 24, 2020 6:26 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
Can nickel ore also be used in iron plate production? Ratios are up to you; this could just be a minor aid to iron production, not a manganese replacement. I know that iron+nickel=invar; can we just say if iron can do it, invar can do it, at least in factorio-ab-world, and so even though it's ...
- Mon Feb 24, 2020 4:28 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
I do agree that the ferrous/cupric recipes needs balancing... And I really want to try to get it right.
Ferrous sorting should give the bulk items, mainly iron because steel is using a lot of it, while cupric should focus on circuits.
There is 1 limitation: once you add an ore to a recipe, the ...
- Wed Feb 19, 2020 8:22 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
But as long as we're here, let me offer feedback on the container change from barrels -> barrels/bottles/canisters.
Away from interface factories that change input container Xs to output container Ys, the change is neutral in complexity. If you can correctly mediate stock levels of one container ...
Away from interface factories that change input container Xs to output container Ys, the change is neutral in complexity. If you can correctly mediate stock levels of one container ...
- Wed Feb 19, 2020 7:49 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
One change that I can't find a 0.18 changelog entry for (for angel, bob, or anyone else) is splitting barrels into barrels, canisters, and bottles.
Going by the Angel's Refining changelog , it was added the first v0.18 update (mod version 0.11.0):
- If bobs mods are activated, integrate gas ...
- Wed Feb 19, 2020 1:26 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
One change that I can't find a 0.18 changelog entry for (for angel, bob, or anyone else) is splitting barrels into barrels, canisters, and bottles.
My searchfu may be weak; or, perhaps there is a mod setting somewhere that was turned one way for 0.17 and the other way for 0.18.
Is this an ...
My searchfu may be weak; or, perhaps there is a mod setting somewhere that was turned one way for 0.17 and the other way for 0.18.
Is this an ...
- Tue Feb 18, 2020 4:15 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
I just finished playing through BEBs in 0.18. Love the changes -- really fun!
Feedback in-depth:
* Solder from tin + lead ingot: You would have LOLed. I thunked down my typical direct smelt stone furnaces for Bob+Ruby, ran them at the block that would have produced solder from solder plate+resin ...
Feedback in-depth:
* Solder from tin + lead ingot: You would have LOLed. I thunked down my typical direct smelt stone furnaces for Bob+Ruby, ran them at the block that would have produced solder from solder plate+resin ...
- Tue Feb 18, 2020 12:14 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
...
I'll look some more; while I'm looking, did the team consider these changes w/r/t breadcrumbing?
Thanks!
I know I did change the way the greenhouse operates, BUT I also did make sure that BOTH greenhouse cycles (with and without fertilizer) are still in there. In 0.17 this was just ...
- Mon Feb 17, 2020 10:41 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
Hey folks,
I have 1k+ hours into AngelBob, and am currently writing an Illustrated Primer to guide folks in the 100-to-1000 hour range into an enjoyable AngelBob playthrough highlighting the game's many emergent subsystems. Buses, grids, circuits, trains, bots, modules, constrained building ...
- Mon Feb 17, 2020 9:07 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1777018
Re: Development and Discussion
Hey folks,
I have 1k+ hours into AngelBob, and am currently writing an Illustrated Primer to guide folks in the 100-to-1000 hour range into an enjoyable AngelBob playthrough highlighting the game's many emergent subsystems. Buses, grids, circuits, trains, bots, modules, constrained building, and so ...
I have 1k+ hours into AngelBob, and am currently writing an Illustrated Primer to guide folks in the 100-to-1000 hour range into an enjoyable AngelBob playthrough highlighting the game's many emergent subsystems. Buses, grids, circuits, trains, bots, modules, constrained building, and so ...