I cant cofirm this, could you check without the beatification mods?
Search found 1636 matches
- Fri Oct 05, 2018 4:13 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230646
- Thu Sep 27, 2018 6:50 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 289147
Re: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
I'd say then it's either more a problem of py to fix this, since he is dependent on bobs for a bigger part or someone to come up with a compatibility fix for this.
- Wed Sep 26, 2018 7:29 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230646
Re: Construction Crawler Bug
Whenever I move the Construction Crawler the Vehicle Burner Generators inside, even if full with 600 Wood Bricks (25 MJ each) each, instantly consume the entire available caloric energy. Please fix this, since I love the Construction Crawler with Construction Robots. Thank you! Are you using any ot...
- Sat Sep 22, 2018 5:24 pm
- Forum: Angels Mods
- Topic: Barreled Fluids changed back to bobs fluids. Bug?
- Replies: 1
- Views: 1357
Re: Barreled Fluids changed back to bobs fluids. Bug?
so at some point recently ive noticed a few fluids are not being barreled with angels fluid types and are using the bob version instead. so far ive noticed purified water is a pure water barrel, carbon dioxide is using the wrong CO2 icon and the barrel is blue not red. the big issue is that as its ...
- Wed Sep 19, 2018 11:22 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1027
- Views: 297110
Re: PyCoalTBaA or the PyCoal Angels Patch
All mods are up to date only your and Py mods and required/optional Bob's mods are enabled, specifically Angel's are not enabled. Like Pymods? Like Angels mods? Wished that they work together Well now they do Introducing the PyCoal Touched By an Angel Combpatability mod I dont even want to know why...
- Wed Sep 19, 2018 8:41 am
- Forum: Mods
- Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
- Replies: 1027
- Views: 297110
Re: PyCoalTBaA or the PyCoal Angels Patch
All mods are up to date only your and Py mods and required/optional Bob's mods are enabled, specifically Angel's are not enabled. Like Pymods? Like Angels mods? Wished that they work together Well now they do Introducing the PyCoal Touched By an Angel Combpatability mod I dont even want to know why…
- Sat Sep 15, 2018 1:46 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230646
Re: Bugs & FAQ
Hi, since the last update of Refining, Smelting and Petrochem my stack sizes are reset to an other number. I use the mod Big Bags (https://mods.factorio.com/mod/BigBags) to increase stack sizes by factor 10. Your last update makes all vanilla ressources (as far as I found out) - coal, iron ore, cop...
- Sat Sep 01, 2018 8:13 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399763
Re: Development and Discussion
Looks like the liquid rubber recipe in petrochem recieved a nerf. In petrochem 0.7.9 the recipe used 20 styrene and 20 butadiene to make 2 solid-rubber. Petrochem 0.7.11 uses 20 styene and 20 butadiene to make 10 liquid rubber, which is enough to make 0.5 solid rubber. Not sure if this is a good id...
- Thu Aug 30, 2018 8:02 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399763
Re: Development and Discussion
Sr.patata wrote:Its petrochem i have the same issue
https://pasteboard.co/HBA6WVy.png
Dont update when playing seablock, it's a fixed pack. Wait for trainwreck to update seablock.
- Wed Aug 29, 2018 6:14 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230646
Re: Bugs & FAQ
I am getting a slightly different failed to load error on 0.7.11 of petrochem: Failed to load mods: Error in assignID, item with name 'solid-resin-1' does not exist. Source:char-solid-resin-creosote (recipe). Mods to be disabled: CharcoalBurner angelspetrochem Since last update trying to play the S...
- Tue Aug 28, 2018 6:38 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230646
Re: Bugs & FAQ
Hi, since the last update of Refining, Smelting and Petrochem my stack sizes are reset to an other number. I use the mod Big Bags (https://mods.factorio.com/mod/BigBags) to increase stack sizes by factor 10. Your last update makes all vanilla ressources (as far as I found out) - coal, iron ore, cop...
- Tue Aug 28, 2018 6:35 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 329126
Re: [0.16.x] Bob's Mods: General Discussion
One of my mods, bobores or bobplates (maybe both?) set the stack size of copper ore, iron ore, stone and coal to 200. it is possible that one of the other mods undoes that. that would be bobores as it is not part of seablocks. I also think angel resets it for some reason. Nope I didnt have stack_si...
- Mon Aug 27, 2018 9:05 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230646
Re: Bugs & FAQ
Should be fixed now
- Sun Aug 26, 2018 11:32 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230646
Re: Bugs & FAQ
Playing in Seablock, I just noticed that the electric boiler together with the Steam engine MK3 from Bob's Power produces a net energy of 159 kW. That doesn't seem like something that should be the case. I'm not sure though if it's something related to the Seablock config or if it would be possible...
- Thu Aug 23, 2018 2:37 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1399763
Re: Development and Discussion
I dont care about the code but I have to say no for the gfx, that's what I tell all people asking this same question and this will stay. I put a lot of time in making the models and gfx and I want them to stay inside my mods.
- Sun Aug 19, 2018 9:47 am
- Forum: Angels Mods
- Topic: Adding Bio Processing to a generated map
- Replies: 8
- Views: 3857
Re: Adding Bio Processing to a generated map
Still adding stuff, that's the current state: ... Can't wait for it :)) The alien artifact stuff seems incomplete, is that why the mod is tagged as alpha? Or did this just get obsolete with vanilla and Bob's colored artifacts? Alpha usually means that it is playable, but that I'm still adding stuff...
- Sat Aug 18, 2018 11:39 pm
- Forum: Angels Mods
- Topic: Adding Bio Processing to a generated map
- Replies: 8
- Views: 3857
Re: Adding Bio Processing to a generated map
Still adding stuff, that's the current state:
- Tue Aug 07, 2018 8:49 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1230646
Re: Bugs & FAQ
In short:unfunf22 wrote:hi archangel can i make a lite version of your smelting mod, i would also like to use some of your graphics?
the mod has no depency its like vanilla.
Idea, recipes etc yes, graphics no.
- Wed Jul 18, 2018 6:09 am
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29944
Re: [0.16] Logistic Carts
This is probably a silly idea but perhaps a radar module for the equipment grid? Could reveal a small area on the map around the cart (in case radars arent in range or missing) and make it possible to load the cart up with fuel to send off in a direction to explore? I tried this earlier for fun heh...
- Tue Jul 10, 2018 3:29 pm
- Forum: Mods
- Topic: [0.16] Logistic Carts
- Replies: 54
- Views: 29944