Search found 230 matches
- 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...
- 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...
- 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...
- Fri Mar 02, 2018 12:43 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1218566
Re: Bugs & FAQ
I keep forgetting and remembering this oddity. Been expecting geodes out of them and not so much stone.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?
- 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...
- 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...
- 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...
- 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...
- 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?
- 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...
- 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...
- 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, ...
- 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.
- 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.
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.
- 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...
- 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
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.posila wrote:You can change it by editing max_map_preview_chunk_side in config.ini
- 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?" ...
- 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...
- 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...
- 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...