Search found 1636 matches
- Sun Feb 07, 2016 11:37 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Apperently uploaded the wrong .zip, should be fixed. thanks for the hint
- Sat Feb 06, 2016 7:44 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
splitted mods, changed around the structure of ore mod and made a trigger you can Switch from th mods menu. newly configured rso added to first post.
- Fri Feb 05, 2016 5:32 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Thats my lesson learned from RSO - don't expect people to do this. Like really don't. It needs to work out of the box - config options are for the few interested ones rest will use defaults (at least that was my impression). As for the interface - I think that stuff might work only from control.lua...
- Thu Feb 04, 2016 3:09 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
I understand what you mean, eventually I will set it up as seperate modules, but I need to learn how to do Interfaces first, because I Need certain checks in between the modules. And there is more to come, since I intend this to be an Extension to bobsmods, that you can use it as well for the base g...
- Wed Feb 03, 2016 11:02 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
@orzelek
That doesnt work, will dive into that on a later Point.
I think that everything looks good, from my side you can push the update
That doesnt work, will dive into that on a later Point.
I think that everything looks good, from my side you can push the update
- Wed Feb 03, 2016 3:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Apperently RSO only needs the Entitys to work with, so i changed some things around that infinite ores wont Show up on the generation menu, since you cant influence them anyways if RSO is present. Is there a way for me to detect RSO mod? I want my mod to load different Things dependent if RSO is use...
- Wed Feb 03, 2016 1:36 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Excellent looks good to me! Have added the other ores as well
And they work with the RSO.
And they work with the RSO.
- Tue Feb 02, 2016 10:41 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Hey don't beat me with my own arguments! :D Ok ok, I'll add the remaining ores with the same naming scheme, but a switch for starting area would be nice ;) And then its nearly perfect. Thanks for the effort Orzelek! I was thinking about another resource, but that would ruin this neat look and soluti...
- Tue Feb 02, 2016 6:36 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
That is intended, because you get these ores from other sources or as by-products from processing. I'm thinking about whether there should be infinite ores in the starting area or not. And I need to change the infinite ore textures around a bit for better visibility. Do you still need the multi_reso...
- Tue Feb 02, 2016 12:50 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Awesome! Looks good from a first glimpse, will do a few test generations tomorrow and come back to you.
- Mon Feb 01, 2016 8:42 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Re: [MOD 0.12.x][Bobs][Base] Angels Ores and Processing
Don't get me wrong, I think your idea for spawning the ores is brilliant and its in the way I originally imagined it, have the infinite ore inside regular ore patches. I wrote the configs to have the infinite ores not spawn idependently, but only in conjunction with their regular counterpart. Theref...
- Mon Feb 01, 2016 6:24 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180990
Re: [0.12.x] RSO Discussion thread
You can try infinite resources in the starting area, and regular resources on the rest of the map
- Sun Jan 31, 2016 11:00 pm
- Forum: Mods
- Topic: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
- Replies: 31
- Views: 26739
Re: [Mod 0.12.22]Enemies+ V: 0.0.1 Open testing -Tunnel digger
Woohoo time to harvest the spice, the dune worms are here!
- Sun Jan 31, 2016 10:32 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383982
Development and Discussion
Development Thread Currently in Development: Angels PetroChem (Alpha) -Goal is to expand the chemical Processing chain, with an emphasis on the oil and gas industry -Adds gas wells to the game, for some products both gas and oil have to be processed -Different recipes for plastic, resin and rubber ...
- Sat Jan 30, 2016 6:38 pm
- Forum: Won't implement
- Topic: Creation, naming and usage of logistic layers
- Replies: 1
- Views: 5925
Re: Creation, naming and usage of logistic layers
Another option would be to have additional cover zones e.g. (logistic robot cover zone, contruction robot cover zone,....mining robot cover zone,...)
- Fri Jan 29, 2016 9:11 pm
- Forum: Won't implement
- Topic: Creation, naming and usage of logistic layers
- Replies: 1
- Views: 5925
Creation, naming and usage of logistic layers
1. Ability to define logistic layers and name them, eg type="logistic layer" name="robo network" 2. Entity value to define which logistic layer an entity may use, eg type = "roboport", name = "roboport", ... logistic layer="robo network" The result w...
- Wed Jan 27, 2016 11:15 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180990
Re: [0.12.x] RSO Discussion thread
I'm no code monkey, but i tried to Name them just by putting the "infinite-" tag in front of the regular names.
And the generate in Center of a patch would be perfect. I'm still tinkering around with it, but i can send you a copy if you like
And the generate in Center of a patch would be perfect. I'm still tinkering around with it, but i can send you a copy if you like
- Wed Jan 27, 2016 10:38 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180990
Re: [0.12.x] RSO Discussion thread
So I got to work on the idea i pitched myself and created a mod thats a mix of deepores and endless ore. It has vanilla ores with endless values, as well as new infinite ore entites that give the same vanilla ores, e.g. coal and infinite coal. Now I want them to always spawn in pairs -> Game spawns ...
- Wed Jan 27, 2016 2:20 am
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180990
Re: [0.12.x] RSO Discussion thread
I meant the Multi spawn Feature for having multiple spawns in the same Region. Would it help to tweak Region size?
- Tue Jan 26, 2016 9:38 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 180990
Re: [0.12.x] RSO Discussion thread
Is there a way to influence how far/close multi rescources spawn in relation to the original spawn in a given chunk?