Search found 33 matches

by brokenshakles
Sat Mar 02, 2019 7:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387720

Re: Development and Discussion

This is factorio, once you scale up enough, there is no "consumed rather slowly". And my stations already require 2 dozen logic combinators each, carriers just makes that number multiply, especially since I would need a central switching station to track the number of used/filled carriers ...
by brokenshakles
Sat Mar 02, 2019 6:04 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387720

Re: Development and Discussion

I really like the bio processing stuff, especially the algae farms, but I do agree the orchard tech is a bit underpowered in terms of efficiency. I like the idea of increasing the space cost and decreasing the electric cost. The idea of tree farms as a solar panel substitute is apropos. One thing th...
by brokenshakles
Sat Mar 02, 2019 5:00 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282595

Re: [MOD 0.17.04] Robot Army. v0.4.0

Neat! I look forward to using this, but I would recommend you consider integration/compatibility with Advanced Autonomous Industries (If that guy ever comes back and updates his stuff) since it offers a way to control the robot-armies RTS style (Auto-hunt-kill is not really my style, I want to comma...
by brokenshakles
Fri Mar 01, 2019 11:24 pm
Forum: Angels Mods
Topic: How to adapt to the fuel changes?
Replies: 9
Views: 4307

Re: How to adapt to the fuel changes?

I vote for the second option, having a compression in the first resource you use would be cumbersome, early game belt wise. Especially on marathon. Either way, can we please see more recipes that use coke pellets? Seems to me that for at least the top level angels smelting, it should use coke pellet...
by brokenshakles
Fri Mar 01, 2019 7:45 pm
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282595

Re: [MOD 0.16.36] Robot Army. v0.3.8

This seems interesting, would be a nice compliment to AAI if compatible. I too vote for a 0.17 update.
by brokenshakles
Fri Mar 01, 2019 5:55 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532502

Re: [MOD 0.14] AAI Programmable Vehicles

Is there any hope of getting this updated for 0.17? Bobs + Angels works at this point, and this is the third leg of my preferred modset.
by brokenshakles
Fri Mar 01, 2019 5:30 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218299

Re: Bugs & FAQ

Wow! You are something else, the fix works. Thanks for getting back to us so promptly. Also, is Angel's Components and Tech still relevant? It hasnt seen an update in a while, and while it loads, I'm thinking it's deprecated.
by brokenshakles
Fri Mar 01, 2019 4:57 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218299

Re: Bugs & FAQ

I am presuming the same, but this seems critical priority, considering how central the refining stack is to angel's in general. Thanks for the second, it's always good to be able to replicate the problem with multiple parties.

Edit: Are you using Linux? I am, that may be a factor.
by brokenshakles
Fri Mar 01, 2019 4:36 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1218299

Re: Bugs & FAQ

Mr. Angel, despite the fact that the Angel's Refining submod has been updated to 0.17 (v10.0), it does not load! This is the last mod I need working to begin, I pray that you will address this early in the weekend. Edit: More info! Failed to loads mods: __angelsrefining__/data-updates.lua:3: __angel...
by brokenshakles
Wed Feb 27, 2019 10:40 pm
Forum: Ideas and Suggestions
Topic: [0.17] A small addition to map generation (Continents).
Replies: 0
Views: 409

[0.17] A small addition to map generation (Continents).

You know, if you swapped land and water generation in the new generator such that it spawns islands in a endless sea, we could turn up scale and down coverage, and get a very effective continent generator.
by brokenshakles
Thu Mar 16, 2017 1:07 am
Forum: Mods
Topic: [MOD 0.18] Robot Army. v0.4.4
Replies: 708
Views: 282595

Re: [MOD 0.14.20] Robot Army. 0.2.3

I love this mod, but I do have a few bits of constructive criticism: I totally get the cheezy 80's reference for the robot's appearance, but the large square base is what is making moving them thru forests difficult, you may want to switch over to a more humanlike form for them to alleviate this pro...
by brokenshakles
Sat Oct 31, 2015 12:26 pm
Forum: Mods
Topic: [>=0.12.5] Filtered Splitters
Replies: 8
Views: 22608

Re: [>=0.12.5] Filtered Splitters

This is broken in 12.12 : __SmartSplitters__/control.lua:32 attempt to index global 'game' ( a nil value )
by brokenshakles
Sat Oct 31, 2015 8:53 am
Forum: Mods
Topic: [MOD 0.12.11+] Oil Steam Boiler
Replies: 38
Views: 60375

Re: [MOD 0.12.11+] Oil Steam Boiler

Sir, please reconsider a Natural Gas burning option, it's liquid at reasonable pressures, and since you can reduce light oil to natgas with a refinery in .12 now , I don't see any reason not to include it. It would make management of fluids easier, since you could just reduce everything to natgas an...

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