Search found 1636 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- Sun Nov 18, 2018 8:28 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1388944
- 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 ...
- 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.
- Tue Nov 06, 2018 8:25 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1219655
Re: Bugs & FAQ
Added
- 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 ...
- 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 amYes, 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.
- 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 ...
- 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?
- 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...
- 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...
- 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.
- 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.