Search found 230 matches

by Jackalope_Gaming
Thu Mar 08, 2018 5:24 pm
Forum: Angels Mods
Topic: Does Solder now require Solder?
Replies: 6
Views: 4194

Re: Does Solder now require Solder?

Angel's doesn't disable the old Bob's mods recipe that takes lead plate and tin plate to make solder plate. Done in a metal mixing furnace. The fancy stuff that involves strand casting is later in the game. You won't get there without first bootstrapping the old fashioned way. If you don't have Bob...
by Jackalope_Gaming
Thu Mar 08, 2018 5:17 pm
Forum: Angels Mods
Topic: Is there a fix to the Uranium Mining + Sulfuric Acid Problem
Replies: 10
Views: 4534

Re: Is there a fix to the Uranium Mining + Sulfuric Acid Problem

The only time Uranium should be enabled with Angel's Ores/Refining is if you don't have Bob's Ores/Plates. In addition to Saphirite, Stiratite, Jivolite, and Crotinnium, you should be seeing red Rubyte and brownish Bobmonium patches if you have the proper Bob's mods enabled. If you definitely have a...
by Jackalope_Gaming
Thu Mar 08, 2018 5:11 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218566

Re: Bugs & FAQ

....but mining crystal rocks only produce stone? hi, i had an idea about the Crystal Rock that is found in a few areas of the map (only maybe 1 found every few screens / chunks of map area)... Currently it does not actually give any Crystals. but, what if we had 1 new geode, which as a "Rainbo...
by Jackalope_Gaming
Fri Mar 02, 2018 12:43 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218566

Re: Bugs & FAQ

orzelek wrote:I've noticed that there are crystal rocks around the place that drop only 20 stone. Is that by design or they should also drop something more?
I keep forgetting and remembering this oddity. Been expecting geodes out of them and not so much stone.
by Jackalope_Gaming
Sat Feb 17, 2018 2:33 am
Forum: Angels Mods
Topic: Question on 'expense' of refining with Angels
Replies: 2
Views: 1627

Re: Question on 'expense' of refining with Angels

On expensive recipe mode with AngelBob's, it takes 5 crushed saphirite to make 1 iron plate. If you first sort the crushed ore then 6 saph pops out 2 iron ore. If smelting directly from there it takes 5 iron ore to make 3 iron plates. The least common multiple of 5 and 6 is 30, so just scale both pr...
by Jackalope_Gaming
Tue Feb 06, 2018 11:28 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387933

Re: Development and Discussion

Suggestions: Would it be possible to split up infinite ore acid use based on the ore itself and not an all or nothing deal? One easy situation with that is having infinite saphirite and stiratite be mined without the fluids, but the other ores would need it. Infinite coal doesn't require any chemic...
by Jackalope_Gaming
Tue Feb 06, 2018 7:05 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387933

Re: Development and Discussion

Suggestions: Can we have an option within Angel's Infinite Ore to make the infinite ore within the regular ore, without having to use RSO? This would allow people to not have to fiddle with RSO's settings if they want to try vanilla generation. RSO is also not supported by the map generation previe...
by Jackalope_Gaming
Wed Jan 31, 2018 5:29 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387933

Re: Development and Discussion

Suggestions: Can we have an option within Angel's Infinite Ore to make the infinite ore within the regular ore, without having to use RSO? This would allow people to not have to fiddle with RSO's settings if they want to try vanilla generation. RSO is also not supported by the map generation preview...
by Jackalope_Gaming
Thu Jan 25, 2018 6:06 pm
Forum: Ideas and Suggestions
Topic: Savegame name overwrite and switching between folders
Replies: 0
Views: 411

Savegame name overwrite and switching between folders

When I have input a new name for a game I'm about to save and then switched to another save folder, the new name is overwritten by the first save game already in that folder. Could there please be some functionality to prevent the overwrite when switching folders?
by Jackalope_Gaming
Thu Jan 25, 2018 6:02 pm
Forum: Balancing
Topic: Traincapacity
Replies: 5
Views: 2717

Re: Traincapacity

Trains are already a powerful alternative to belts and the cargo wagon size is what it is because making it much bigger actually would cause balance issues. Train throughput can get quite incredible as it is. There's no need to increase cargo wagon capacity just because it's not as much as a steel c...
by Jackalope_Gaming
Thu Jan 25, 2018 5:15 pm
Forum: Won't fix.
Topic: [Rseding91] [0.16.16] Inserter doesn't insert into assembling machine
Replies: 12
Views: 5706

Re: [Rseding91] [0.16.16] Inserter doesn't insert into assembling machine

Since damaged items now get their health averaged together when merged, allowing damaged and intact items to merge would then turn all of them into damaged. You could go from a stack of 99 intact belts to 100 damaged if merging was allowed. Fixing an edge case like this doesn't seem worth the annoya...
by Jackalope_Gaming
Thu Jan 25, 2018 4:51 pm
Forum: Not a bug
Topic: [16.18] Manually deconstructing ghosts costs axe durability
Replies: 4
Views: 1234

Re: [16.18] Manually deconstructing ghosts costs axe durability

Do not try and break the axe. That's impossible. Instead... only try to realize the truth... That there is no axe. Then you'll see, that it is not the axe that breaks, it is only yourself. In Soviet Factorio, axe breaks you? Or there's the spray stuff that can also break a person depending on the, ...
by Jackalope_Gaming
Thu Jan 25, 2018 8:56 am
Forum: Not a bug
Topic: [16.18] Manually deconstructing ghosts costs axe durability
Replies: 4
Views: 1234

Re: [16.18] Manually deconstructing ghosts costs axe durability

Is it really mining the entity, or just wiping away the ghost? Does mining time even affect ghost deconstruction time? It seems a bit odd to have it affect durability when the thing in question is physically intangible.
by Jackalope_Gaming
Thu Jan 25, 2018 8:48 am
Forum: Duplicates
Topic: Using RSO causes map generation preview to not show ore
Replies: 4
Views: 1883

Re: Using RSO causes map generation preview to not show ore

Ah, I did a search to look under all the Bug Report areas for RSO and it turned up nothing, but it seems I messed it up and missed that thread.

Foodfactorio, it is indeed like that and the link Zavian gave shows why. Bit unfortunate, but it is what it is.

Thread can be tossed I guess.
by Jackalope_Gaming
Thu Jan 25, 2018 6:16 am
Forum: Duplicates
Topic: Using RSO causes map generation preview to not show ore
Replies: 4
Views: 1883

Using RSO causes map generation preview to not show ore

The map generation previews seems to handle modded ores just fine including Angel's infinite ores. However, when one enables the Resource Spawner Overhaul (RSO) mod the preview no longer shows any ores at all. I'm leaning on the side of "Whoops, not intended" on this one since it seems odd...
by Jackalope_Gaming
Fri Dec 29, 2017 1:53 am
Forum: Ideas and Suggestions
Topic: Allow us to change the size of map generation preview
Replies: 3
Views: 2443

Re: Allow us to change the size of map generation preview

posila wrote:You can change it by editing max_map_preview_chunk_side in config.ini
Took me a bit to get working due to that line being commented out, but this does get the job done. Wish it could be done in the in-game settings, but editing the config file is enough for now.
by Jackalope_Gaming
Thu Dec 28, 2017 10:02 pm
Forum: Ideas and Suggestions
Topic: Allow us to change the size of map generation preview
Replies: 3
Views: 2443

Allow us to change the size of map generation preview

Generating the map preview takes a comparatively long time and gives me more information than I really need to determine if I like that particular start. The biggest parameter I look at is "Are my starting resources close enough to each other and to water so I don't have to walk too far?" ...
by Jackalope_Gaming
Thu Dec 28, 2017 5:51 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.16.7] Multiple splitters can uncompress belts
Replies: 25
Views: 19190

Re: [0.16.7] Multiple splitters can uncompress belts

1-2-belt.jpg EDIT: workaround: increase splitter speed (tested at *1.1), but causes another bug Wait, you mean there is some way in lua to change the speed of the vanilla splitters? I guess that's not really surprising now that I think about it... how's that done? Belts have their own speeds in the...
by Jackalope_Gaming
Mon Nov 27, 2017 3:32 am
Forum: Mods
Topic: [MOD 0.16.x] HardCrafting 0.6.1
Replies: 55
Views: 31912

Re: [MOD 0.15.x] HardCrafting 0.5.7

In 0.15.27, the devs rebalanced science such that every tech had equal ratios of all needed science packs. Would you be willing to add a setting for your mod to do that as well? And I feel more than a little sheepish for asking about proofreading and never getting back to you... Everything that says...
by Jackalope_Gaming
Mon Oct 09, 2017 5:58 am
Forum: Desyncs with mods
Topic: [0.15.35] Desync reports with Helmod (plus others)
Replies: 1
Views: 1638

[0.15.35] Desync reports with Helmod (plus others)

While playing in a multiplayer game, I found that sometimes clicking in Helmod would cause desync. At first it just seemed to be the "Unsorted" category of items, but then the desyncs happened when clicking other things. This happened even when I was the only player. 12 desyncs total, near...

Go to advanced search