Search found 164 matches

by Molay
Sat Feb 22, 2020 11:59 pm
Forum: Mods
Topic: [MOD 0.16] Miniloader
Replies: 392
Views: 80429

Re: [MOD 0.16] Miniloader

The mod Miniloader caused a non-recoverable error. Please report this error to the mod author. Error while running event miniloader::on_player_rotated_entity (ID 19) __miniloader__/control.lua:184: attempt to index local 'miniloader' (a nil value) stack traceback: __miniloader__/control.lua:184: in...
by Molay
Sat Feb 22, 2020 10:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

Ah snap, didn't think of that! Though if a significant science cost multiplier was detected, could you not disable the standard token extraction tech and replace it with the marathon one? That would be simple enough, right? You can enable/disable existing techs after the data stage right? Perhaps a ...
by Molay
Sat Feb 22, 2020 10:16 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

That is not really marathon mode then anyway. I do not see a reason why you would do that anyway. You have infinite research as a sink, there is no need to just increase the science cost multiplier... If you really want to make it difficult for yourself, then just play both :roll: I strongly disagr...
by Molay
Sat Feb 22, 2020 8:07 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

It's an elegant solution, but if I understand it only applies in marathon mode (crafting recipe multiplier)? What if someone doesn't use marathon expensive recipes, but still a say 1000x science cost multiplier? That's a situation where the new solution is required.
by Molay
Sat Feb 22, 2020 10:24 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

Thanks for adding in starting jivolite/crtinnum option! As to the admittedly terrible ultra high tech multiplier/token dilemma, could it be envisioned to add a red-green-blue-yellow tech, which would also make use of uranium (much like the mutation option) to add a "study wild garden growth&quo...
by Molay
Thu Feb 20, 2020 2:48 am
Forum: Resource Spawner Overhaul
Topic: 0.18
Replies: 6
Views: 2003

Re: 0.18

It's not a big deal if it's complicated to fix. Due to the random spawn location of starting ores (no preview) it's hard enough to get a viable start on 33% start area with rampant going as is. Just figured I'd let you know in case you're not aware. Having all the starting ressources spawn directly ...
by Molay
Wed Feb 19, 2020 5:31 am
Forum: Resource Spawner Overhaul
Topic: 0.18
Replies: 6
Views: 2003

Re: 0.18

I've come across a bug. Never noticed it before because I typically didn't do RSO deathworld... but when you set starting area to minimum (17%), RSO is not able to generate the starting ores. No iron or copper is available at spawn. Try first with an assorted collection of mods (no overhaul mods, mo...
by Molay
Thu Feb 13, 2020 3:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

I've never played in expensive mode, but the differences you mention sound, to me, a good baseline for regular mode. I'd like to see Angel's smelting become useful earlier. You're probably right on all points, AB should probably not focus too much on ease of entry for new players. Complexity is it's...
by Molay
Thu Feb 13, 2020 7:08 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

Good point about the oxygen to make solder. Solder is likely the first recipe a new player uses Angel's refining for, and it's perhaps a tad too complex for a starting one? Requires fluid in and output, and two types of ingots to melt. Seems like a bit of a jump ahead of the progression curve, if ne...
by Molay
Wed Feb 12, 2020 7:39 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

Has anyone had other gardens than swamp gardens spawn? As for the trees, I have about 10 desert, 10 temperate and 20 swamp trees. As I would expect, starting in a swamp. But as I ventured into other biomes, I only found other trees, not other gardens. Could well just be how it generated, but it's od...
by Molay
Tue Feb 11, 2020 4:36 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

For some reason helmod has a really hard time finding the recipes. It did not with the previous version. I often have to enable "disabled recipes" for them to show up. Or change the filter helmod sets based on the name, as it yields no results. Tinned copper cable is a good example of that...
by Molay
Mon Feb 10, 2020 11:32 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20257

Re: Request: Max number of trains for stations

Because the thundering horde of trains fails to properly function even if you can properly meet demands, their behavior just gets in the way. They fail to properly interact with far away stations, and getting into a good efficient flow is not possible due to the herd behavior.
by Molay
Mon Feb 10, 2020 11:27 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

Oh RSO is up to date afaik. Those 2 ores never spawned in the start. I just bring it up because I run RSO to go for super sparse amount of patches. It makes the lack of the 2 types really noticeable due to the way refining works; to the point of having bots before I can even start pure iron sorting....
by Molay
Mon Feb 10, 2020 8:18 pm
Forum: General discussion
Topic: Request: Max number of trains for stations
Replies: 93
Views: 20257

Re: Request: Max number of trains for stations

Any news on the shotgun surgery? ;)
by Molay
Mon Feb 10, 2020 6:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

Orzelek while you're here! Could there be a setting to also generate starting patches of juvolite and crotinium (yellow/white)? It's something I specifically would like when playing RSO because I go for very sparse ore generation (increased region size, decreased chance) but with higher infinity por...
by Molay
Mon Feb 10, 2020 3:46 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

So I haven't quite gotten to glass yet, but had a look at the greenhouses. 50sec to turn 2 wood (which makes 10 seedlings) into 15. Some 120kw on the greenhouse. So that's about 3 more wood worth of energy. That means you make some 10 wood per 50 sec. Or 0.2 wood per second. Unless I'm wrong on how ...
by Molay
Sun Feb 09, 2020 10:38 pm
Forum: Mods
Topic: [MOD 0.13.17+] Rampant
Replies: 597
Views: 161412

Re: [MOD 0.13.17+] Rampant

Is there any way to make biters _only_ attack at night? I.e. biters spawn during day from pollution, then all attack at once at night? Possibly in waves if too much pollution accumulated?
by Molay
Sun Feb 09, 2020 6:11 pm
Forum: Angels Mods
Topic: Will there be a 0.18 update?
Replies: 5
Views: 1960

Re: Will there be a 0.18 update?

0.18 is out now btw
by Molay
Sun Feb 09, 2020 6:09 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

Awesome! Thank you for the speedy release! I'll be playing with Bob's as usual so I won't be able to comment on possible science changes. Though I'm intrigued at the idea of Angel's being a standalone mod. What is up with that? I figure that is still WIP atm? Would be very interested to learn more a...
by Molay
Sun Feb 09, 2020 4:32 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 799924

Re: Development and Discussion

Guess I'll try out Angel's science overhaul first then if that's now a thing! I wasn't expecting this much new content for an initial release. Figured at first it would just be fixes and updates. Quite exciting!

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