Search found 1636 matches

by Arch666Angel
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
by Arch666Angel
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.
by Arch666Angel
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...
by Arch666Angel
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...
by Arch666Angel
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 :)
by Arch666Angel
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...
by Arch666Angel
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.
by Arch666Angel
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...
by Arch666Angel
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...
by Arch666Angel
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.
by Arch666Angel
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...
by Arch666Angel
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 :P
by Arch666Angel
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! :D
by Arch666Angel
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 ...
by Arch666Angel
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,...)
by Arch666Angel
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...
by Arch666Angel
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
by Arch666Angel
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 ...
by Arch666Angel
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?
by Arch666Angel
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?

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