Search found 1636 matches

by Arch666Angel
Sun Dec 16, 2018 8:03 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219655

Re: Bugs & FAQ

Been playing bobs and angels for couple weeks and then still happened on a load. Searched the net and this forum cant find anything. Tried loading with only Angels smelting, petrochem and refining. Also tried loading with Bobs library and ore still wont load. Tried rolling back to version 0.4.5 and...
by Arch666Angel
Tue Dec 11, 2018 8:36 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219655

Re: Bugs & FAQ

Decided to come back to a full angels/bobs playthrough after about a year and was trying to apply all the mods and got the following error message related to Angels Refining. Anyone know how to fix this? Failed to load mods: __angelsrefining__/data-updates.lua:3: __angelsrefining__/prototypes/refin...
by Arch666Angel
Mon Dec 03, 2018 4:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388944

Re: Development and Discussion

I have a suggestion to remove the clutter. If you are going to rework everything anyways, you can easily implement this. Each building size has a foundation recipe. This foundation can be converted in any building of that size (for free). When you place and pickup the building, you get the foundati...
by Arch666Angel
Wed Nov 28, 2018 8:13 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388944

Re: Development and Discussion

while such idea is appealing, and even will make sense, such linear scaling will not make much sense, also there is issue with graphic, just enlarged classic assembler to 6x6 will look fugly. (and i don't think about pixelating, if you use lowres sprite, i'm talking about fact, that current assembl...
by Arch666Angel
Tue Nov 27, 2018 7:37 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388944

Re: Development and Discussion

while such idea is appealing, and even will make sense, such linear scaling will not make much sense, also there is issue with graphic, just enlarged classic assembler to 6x6 will look fugly. (and i don't think about pixelating, if you use lowres sprite, i'm talking about fact, that current assembl...
by Arch666Angel
Sun Nov 25, 2018 4:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388944

Re: Development and Discussion

I will probably re-invent the ingredient limit but more for the purpose of assembling machine of different size and speed, so you can produce stuff but you have to choose specific machines to do so. But it will be a buttload of work because I have to manually adjust crafting categories for all reci...
by Arch666Angel
Sun Nov 25, 2018 11:47 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388944

Re: Development and Discussion

I will probably re-invent the ingredient limit but more for the purpose of assembling machine of different size and speed, so you can produce stuff but you have to choose specific machines to do so. But it will be a buttload of work because I have to manually adjust crafting categories for all recip...
by Arch666Angel
Wed Nov 21, 2018 8:39 pm
Forum: Desyncs with mods
Topic: [0.16.51] Desync on joining server.
Replies: 2
Views: 2169

Re: [0.16.51] Desync on joining server.

All the refining mod does in control stage is adding items at the game start. So you have to look elsewhere for the desync issue. Looking through your list I would say that clusterio or one of the other script heavy mods is at fault here.
by Arch666Angel
Sun Nov 18, 2018 8:28 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388944

Re: Development and Discussion

Image
by Arch666Angel
Sun Nov 18, 2018 8:28 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1388944

Re: Development and Discussion

I would like a change: Make the catalysts from ore from the same tier. The second uses aluminium and silver. Aluminium can be created with chunks direct sorting, silver needs crystals. the red and blue one is fine, useing tier 1 and 3 ores respectability. The yellow one is wired with tungsten(tier ...
by Arch666Angel
Sat Nov 17, 2018 2:23 pm
Forum: Angels Mods
Topic: Angel's Exploration (Question)
Replies: 3
Views: 3790

Re: Angel's Exploration (Question)

Exploration will be back and the tank as well in this or another form, there will be other additions like new biters, turrets and such.
by Arch666Angel
Tue Nov 06, 2018 8:25 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219655

Re: Bugs & FAQ

coderpatsy wrote:
Tue Nov 06, 2018 6:21 pm
Toluene has no void recipe. Is this intended?
Added :)
by Arch666Angel
Sun Oct 21, 2018 7:14 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219655

Re: Bugs & FAQ

I have no clue if this is intended or not but it strikes me as a bit counter intuitive. So we have 4 different recipes when it comes to garden production. * 1 that refines a garden into 32 tokens * 1 that refines a garden into the 16 tokens and a chance at seeds * 1 that refines into no tokens but ...
by Arch666Angel
Wed Oct 17, 2018 6:39 pm
Forum: Modding help
Topic: Disabling vanilla ore generation
Replies: 14
Views: 3832

Re: Disabling vanilla ore generation

bobingabout wrote:
Wed Oct 17, 2018 8:11 am
Yes, I did say to remove the autoplace control. It is it's own thing, not part of the resource.

All the information has already been said in replies since my last message, but I can see why you got confused.
:lol:
by Arch666Angel
Sat Oct 13, 2018 8:04 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128871

Re: [MOD 0.14] Alien Biomes

No reply to the performance issues? So are these known issues that can't be fixed? I have a lot of RAM (12GB) and my GPU is still fine for most things GTX750, 2GB VRAM, just the CPU is not that beefy anymore (1st gen i7 from 2008 or something). Are people complaining rather those who use something ...
by Arch666Angel
Tue Oct 09, 2018 3:06 pm
Forum: Ideas and Suggestions
Topic: [Request] Expose actual roboport content to the circuit network
Replies: 3
Views: 1146

Re: [Request] Expose actual roboport content to the circuit network

It is, as well as the other two requests I made. Sorry could you move them to the right place, preferably not the bin?
by Arch666Angel
Mon Oct 08, 2018 7:15 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219655

Re: Bugs & FAQ

Just debugged why Angels and Bobs were erroring out on load - turns out bob's lets you disable some of the advanced processing facilities in the options, but one of the Angels update scripts doesn't check for the entry and assumes that if bob's is there, then the entry is there always. File: refini...
by Arch666Angel
Sat Oct 06, 2018 11:13 am
Forum: Ideas and Suggestions
Topic: [Request] Set bot request on roboports
Replies: 0
Views: 556

[Request] Set bot request on roboports

Add a bot request to roboports similar to requester chests: Bots will check before going idle in a roboport if all requests are fullfilled, if not they will go to the port with open requests for idling instead of the port nearest to them. Has the advantage to actively relocate bots to areas where th...
by Arch666Angel
Sat Oct 06, 2018 11:10 am
Forum: Modding interface requests
Topic: [Request] Add flag to robots to not be affected by carrying capacity/speed research
Replies: 0
Views: 560

[Request] Add flag to robots to not be affected by carrying capacity/speed research

Modded robots might be balanced around certain fixed values so an option to turn off them being affected by carrying capacity and/or speed research would be nice. Example from my mod is a bot that is able to carry a full stack of items, but is awfully slow as a balancing counter.
by Arch666Angel
Sat Oct 06, 2018 10:25 am
Forum: Ideas and Suggestions
Topic: [Request] Expose actual roboport content to the circuit network
Replies: 3
Views: 1146

[Request] Expose actual roboport content to the circuit network

For vanilla everything is fine with just having construction and logistic bots, but if you add mods there might be a handful of different robots flying around. I would like to know and use the information which bot/bots are actually in a specific roboport.

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