Search found 59 matches

by StormTAG
Mon Oct 10, 2016 10:17 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Been playing with the smelting mod for a bit now. My foundry is getting big! Well, it was until the Bulldozer mod hosed my save. One thing I noticed is that the advanced smelting recipes make some of the recipes less complex. Take Silicon Plates for example. The original Bob's recipe for a silicon p...
by StormTAG
Tue Oct 04, 2016 12:57 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 2832
Views: 361759

Re: Bugs & FAQ

I've noticed that the Advanced Smelting researches do not require their basic research? (eg. Lead Smeling does not require Lead Processing)

Is this a bug or intentional?
by StormTAG
Sun Aug 14, 2016 6:17 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Is there anything one of us can do to help finish up the PetroChem mod? I know you still need technologies there and you were at one point looking at adding another, earlier resin recipe?
by StormTAG
Mon Aug 08, 2016 5:32 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Could someone who knows more about Natural Gas give me some suggestions? I'm thinking about mixing the KS Energy mods with the new Petrochem mods to make Natural Gas fired power plants. I'd like to make a regular gas powered generator but also a combined cycle option. I've played around and I think ...
by StormTAG
Mon Aug 08, 2016 2:01 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

I really like how the Science Cost Tweaker mod has completely different products for science packs. None of the inserter/conveyors for green science for example. It also makes Resin immediately part of the science chain. I still, personally, think the Greenhouses are immersion breaking, so I'm looki...
by StormTAG
Fri Aug 05, 2016 2:38 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Installed the 2.0.11 version of RSO, still no gas wells. Also, not seeing the building in the crafting menu anywhere either. Might I have grabbed the wrong version of the test mod? You have angelsinfiniteore as well? I cant set it as hard dependency because the ore mod needs to know which configura...
by StormTAG
Thu Aug 04, 2016 11:43 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Cool beans! Another thing, when I started a new game I didn't see any option for Gas Wells as far as frequency, yield, etc. goes and after running around a bunch I didn't notice any spawn. Am I missing something? Currently running rso-mod_2.0.9 Oh better have the newest version, I think the new def...
by StormTAG
Thu Aug 04, 2016 9:21 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Cool beans!

Another thing, when I started a new game I didn't see any option for Gas Wells as far as frequency, yield, etc. goes and after running around a bunch I didn't notice any spawn. Am I missing something?

Currently running rso-mod_2.0.9
by StormTAG
Wed Aug 03, 2016 11:46 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Sulfur from Hydrogen Sulfide Gas and Oxygen Gas and Carbon from Pet Coke and Carbon Dioxide are hand craftable in cheat mode. Hardly that big a deal but kind of amusing. As are all the plastics, resins and rubber. Hooked up an oil refinery and tried basic oil processing, and despite saying it would ...
by StormTAG
Wed Aug 03, 2016 11:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Just in case anyone has this issue:

Tried to load, got
__angelspetrochem__/data.lua:40:
...gelspetrochem__/prototypes/angels-petrochem-override.lua:19:
attempt to index field 'stone-crushed-dissolution' (a nil value)
Updating to the latest AngelsRefining solved this problem.
by StormTAG
Tue Aug 02, 2016 1:41 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Pls giev pterocehm!!!!111one

Looks so good.
by StormTAG
Fri Jul 22, 2016 6:36 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 23728

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

I put yours into the mix. I'll write back if I notice any issues.

For the note, I'm also running Marathon and the Science Cost Overhaul, which have affected a lot of the recipes. Any known issues with either of those?
by StormTAG
Fri Jul 22, 2016 1:24 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

Makes me happy to hear that, are you playing with bobs or vanilla? Bobs, yours, RSO, Marathon, Misanthrope... A few assorted others. Based on the Farlands mod pack. Marathon plus everything else makes it feel like I'm playing a completely different game. Not really aside from testing and helping wi...
by StormTAG
Thu Jul 21, 2016 11:15 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 23728

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Has anyone tried this with the Angel Ores mod? Does it introduce any issues? I'd love for the end game to be even more challenging than I have now.
by StormTAG
Tue Jul 19, 2016 1:44 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3415
Views: 578590

Re: Development and Discussion

I'm having a blast with all this compexity. I'm still maybe 1/3 of the way through the green science and just now looking at hydro-refining. I just wanted to say thanks! Also, curious to know if there's anything I could do to help with the new petrochem mod or anything else. I'm pretty handy with vi...
by StormTAG
Wed Jul 13, 2016 10:10 am
Forum: Mod Packs / Libs / Special Interest
Topic: [0.14.21] Modpack: Farlands v0.14.7
Replies: 120
Views: 62688

Re: [0.12.34] Modpack: Farlands v0.1.13

Just for folks information, the following mods from the mod pack are unavailable on the portal: Color Coding (lite) by d3phoenix (https://forums.factorio.com/viewtopic.php?f=144&t=13907) ExtraChests by qjm123 (https://forums.factorio.com/viewtopic.php?f=91&t=19970) K&L Inserters by lyravega (https:/...
by StormTAG
Wed Feb 10, 2016 2:01 pm
Forum: Mods
Topic: [MOD 0.17] Warehousing v0.2.0
Replies: 247
Views: 147200

Re: [0.12.18] Warehousing v0.0.5

Recoloring the warehouse seems like something I could do too. Is there anything more than copying one of the warehouses/icons with the connections and recoloring it green?
by StormTAG
Wed Feb 10, 2016 1:11 pm
Forum: Mods
Topic: [MOD 0.17] Warehousing v0.2.0
Replies: 247
Views: 147200

Re: [0.12.18] Warehousing v0.0.5

Can you make something dependent on multiple technologies? As in, could we make the smart warehouse require the circuit network technology and warehousing? Or would we need to make a new "smart warehousing" technology that requires both of those technologies?
by StormTAG
Wed Feb 10, 2016 12:42 pm
Forum: Mods
Topic: [MOD 0.17] Warehousing v0.2.0
Replies: 247
Views: 147200

Re: [0.12.18] Warehousing v0.0.5

Awesome mod. I love the heck out of it.

Is there any chance you could make/show me how to make a green/smart warehouse? Waiting until construction bots to be able to wire it to the circuit network is sad.

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