Search found 203 matches
- Mon Jan 27, 2020 2:08 pm
- Forum: Modding help
- Topic: Help: Activating burner leech via research
- Replies: 25
- Views: 8338
Re: Help: Activating burner leech via research
It's that easy? Thank you!
- Mon Jan 27, 2020 11:30 am
- Forum: Modding help
- Topic: Help: Activating burner leech via research
- Replies: 25
- Views: 8338
Help: Activating burner leech via research
I'm working on a set of scenarios and would like to enable the burner leech [mod] functionality during the playthrough with a research (to make players aware of it in an organic way). How would I go about disabling it when loaded and activating it after a certain research?
- Mon Jan 27, 2020 9:24 am
- Forum: Resource Spawner Overhaul
- Topic: 0.18
- Replies: 6
- Views: 5104
Re: 0.18
I'd like to thank you for your continued support. This is one of the great mods of factorio, one of the essentials to go along with other mods.
Thank you
Thank you
- Mon Jan 27, 2020 9:20 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2382572
Re: Development and Discussion
Thanks kingarthur! The lack of information while things are not yet decided is understandable. I'm happy to hear there's talk going on behind the scenes, and that the mods future development is indeed a certainty just needing some final coordination.
Thank you. Please keep us in the loop when ...
Thank you. Please keep us in the loop when ...
- Mon Jan 27, 2020 9:12 am
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 105082
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
I've created a thread about the max train discussion in general discussions. I'd appreciate if we took the conversation there and would be eager to hear from boskid as well. Cheers
- Mon Jan 27, 2020 9:08 am
- Forum: General discussion
- Topic: Request: Max number of trains for stations
- Replies: 93
- Views: 67563
Request: Max number of trains for stations
Hey,
We've broached a topic of max number of trains. Boskid, I'd like to hear about the complications with the system if you find the time.
For reference, my most recent post in the FFF about it (admittedly not the correct place to discuss it;) )
I think you're overthinking it.
Each station ...
We've broached a topic of max number of trains. Boskid, I'd like to hear about the complications with the system if you find the time.
For reference, my most recent post in the FFF about it (admittedly not the correct place to discuss it;) )
I think you're overthinking it.
Each station ...
- Sun Jan 26, 2020 3:11 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 105082
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
I think you're overthinking it.
Each station would get a new field #maxNumberOfTrains and #TrainsCurrentlyIncoming
The player sets maxNumberOfTrains it to some amount. Say 1. TrainsCurrentlyIncoming is a hidden field used by the game to track how many trains are incoming to this station.
If there ...
Each station would get a new field #maxNumberOfTrains and #TrainsCurrentlyIncoming
The player sets maxNumberOfTrains it to some amount. Say 1. TrainsCurrentlyIncoming is a hidden field used by the game to track how many trains are incoming to this station.
If there ...
- Sun Jan 26, 2020 2:58 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2382572
Re: Development and Discussion
Are you sure the mod is in the process of being updated? I think Angel is now living the fatherly life of lack-of-sleep and lack-of-time, and I'm really not sure who is now in charge. There's mentions here and there of people having access to the mod, but I've yet to see any changes or improvements ...
- Sun Jan 26, 2020 10:06 am
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 105082
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
+1 for adding a "max trains at this station: X" field. Would make life so much easier.
- Fri Jan 24, 2020 3:06 pm
- Forum: News
- Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
- Replies: 142
- Views: 105082
Re: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
I'm really bummed out to see the campaign cancelled. While freeplay may always be the main mode, campaign promises to be a new experience. In particular for veterans with thousands of hours, a fresh new mode seems like a great change of pace to the well known, long mastered freeplay mode.
I was ...
I was ...
- Sun Jan 19, 2020 9:04 am
- Forum: News
- Topic: Friday Facts #330 - Main menu and File Share Shenanigans
- Replies: 94
- Views: 62937
Re: Friday Facts #330 - Main menu and File Share Shenanigans
Minor point: I'd deem map editor one of the least used aspects. I'd certainly put it below mods. Though it really doesn't matter much. Sensible changes overall. The current menu is quite unwieldy.
- Tue Jan 14, 2020 9:30 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2382572
Re: Development and Discussion
Kingarthur any chance you can make angel compatible with the new uranium-like ore Bob introduced? I.e. preventing it from spawning, allowing it to be refined in some way from the basic saphirite/rubyte/etc... ores? It sticks out like a sore thumb sadly.
- Sat Dec 28, 2019 10:08 pm
- Forum: General discussion
- Topic: Edge of winnability settings
- Replies: 6
- Views: 5512
Re: Edge of winnability settings
Yes I don't like the artifact drops, an d plasma turrets didn't exist when I played it! Though imo the important part is turning RSO bitter generation OFF (so it uses default gen) and go with high density as in deathworld. It makes you very space constrained which, at least in my case, severely ...
- Fri Dec 27, 2019 9:20 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2382572
Re: Development and Discussion
Are there any news on the future of the mod? Is someone else picking up the torch? Is angel still working on it (bio in particular)?
- Fri Dec 27, 2019 9:08 pm
- Forum: General discussion
- Topic: Edge of winnability settings
- Replies: 6
- Views: 5512
Re: Edge of winnability settings
I did an AB deathworld with RSO, with 4x science cost and rampant (biters don6take the same path but find weaknesses, so you need full perimeterdefenses). This had me on the edge even after unlocking laser turrets, as energy kept being tight for about 30 hours. Expansion was extremely difficult, and ...
- Thu Oct 17, 2019 4:58 am
- Forum: General discussion
- Topic: Niggles and nitpicking - player preferences
- Replies: 66
- Views: 37022
Re: Niggles and nitpicking - player preferences
I use slow inserters for slow things, and generally only upgrade belts as needed. My friend prefers using fast inserters and faster belts everywhere when possible.
Since the assembler ingredient limit removal I also use Assembly Machine 1 in some places where it's fast enough. That's the ...
- Thu Aug 15, 2019 11:20 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2382572
Re: Development and Discussion
Sorry I haven't read everything, just the last 3 pages. My question is, is the mod currently in working, fairly balanced state? Or did thing happen between .16 and now that make it unworkable? Looking to start up a new game. Cheers
- Wed Jun 12, 2019 9:15 pm
- Forum: Mods
- Topic: [MOD 0.15-0.17] Research causes evolution
- Replies: 6
- Views: 4483
Re: [MOD 0.15-0.17] Research causes evolution
And I missed your reply! But starting a new campaign now, so time to use this mod 
Cheers
Cheers
- Sun Mar 24, 2019 2:08 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2382572
Re: Development and Discussion
What I really want to discuss is that using one iron to make one saw to cut down one tree is just unrealistic. A saw is usually more durable than that and worst case you have to sharpen it.
Why not make the tree cutting recipe return a saw with 80% probability? So every 5 trees you need a new saw ...
- Mon Mar 18, 2019 2:00 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2382572
Re: Development and Discussion
I hope biter breeding eventually reaches a point where you can actually hatch friendly biters and have them go out in packs to fight biters. A substitute for artillery so to say! Really looking forward to trying bio processing and it's changes however! Always lived the puffers. Love all systems with ...