Search found 177 matches

by Molay
Sun Jan 26, 2020 3:11 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 62519

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 ar...
by Molay
Sun Jan 26, 2020 2:58 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377292

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 ...
by Molay
Sun Jan 26, 2020 10:06 am
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 62519

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.
by Molay
Fri Jan 24, 2020 3:06 pm
Forum: News
Topic: Friday Facts #331 - 0.18.0 release & Train pathfinder changes
Replies: 142
Views: 62519

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 REAL...
by Molay
Sun Jan 19, 2020 9:04 am
Forum: News
Topic: Friday Facts #330 - Main menu and File Share Shenanigans
Replies: 94
Views: 38121

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.
by Molay
Tue Jan 14, 2020 9:30 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377292

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.
by Molay
Sat Dec 28, 2019 10:08 pm
Forum: General discussion
Topic: Edge of winnability settings
Replies: 6
Views: 3428

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 limi...
by Molay
Fri Dec 27, 2019 9:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377292

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)?
by Molay
Fri Dec 27, 2019 9:08 pm
Forum: General discussion
Topic: Edge of winnability settings
Replies: 6
Views: 3428

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...
by Molay
Thu Oct 17, 2019 4:58 am
Forum: General discussion
Topic: Niggles and nitpicking - player preferences
Replies: 66
Views: 19863

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 case quite...
by Molay
Thu Aug 15, 2019 11:20 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377292

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
by Molay
Wed Jun 12, 2019 9:15 pm
Forum: Mods
Topic: [MOD 0.15-0.17] Research causes evolution
Replies: 6
Views: 2636

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
by Molay
Sun Mar 24, 2019 2:08 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377292

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 o...
by Molay
Mon Mar 18, 2019 2:00 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1377292

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...
by Molay
Mon Mar 18, 2019 1:53 am
Forum: Resource Spawner Overhaul
Topic: RSO for 0.17
Replies: 74
Views: 38177

Re: RSO for 0.17

I'll try turning off the collision detection for now and see how that goes. I appreciate there may be lots of work involved with such a feature, so no worries if you don't feel like spending the effort for a low-request feature.

Thanks either way! ;)
by Molay
Mon Mar 18, 2019 1:45 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128102

Re: [MOD 0.14] Alien Biomes

Sounds good and following the vanilla balance. Thanks for the update!
by Molay
Sun Mar 17, 2019 1:34 pm
Forum: Mods
Topic: [MOD 0.18.X] Air Filtering
Replies: 134
Views: 170801

Re: [MOD 0.17.X] Air Filtering

Has the mod been updated for the 0.17.12 pollution changes?
by Molay
Sun Mar 17, 2019 1:26 pm
Forum: Mods
Topic: [MOD 0.15-0.17] Research causes evolution
Replies: 6
Views: 2636

Re: [MOD 0.15-0.17] Research causes evolution

How does it integrate with mods that add researches, angel bobs in particular? Will the increased amount of researches affect the mod balance? Or are those researches not handled by the mod? I really do like the idea because I like 10x science cost multiplier, but I'm unsure about the specifics. Wil...
by Molay
Sun Mar 17, 2019 1:17 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128102

Re: [MOD 0.14] Alien Biomes

Will the biomes get vadtly different absorbtion values (i.e. gameplay impact, more immersive) or be standardized (aesthetic only, balance over immersion)? I'd lean towards immersive, though wouldn't mind either way. If you're feeling ambitious perhaps a mod setting to toggle between the two settings...
by Molay
Sun Mar 17, 2019 1:11 pm
Forum: Resource Spawner Overhaul
Topic: RSO for 0.17
Replies: 74
Views: 38177

Re: RSO for 0.17

So I might be an outlier, but I enjoy the messiness of mixed patches, like iron and copper melding together and having to sort that out. Given how you use scripting for ore generation, is there a possibility that rso would allow for a percent setting of mixed patches? I wouldn't mind even it meant t...

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