Search found 164 matches

by Molay
Mon Mar 18, 2019 2:00 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 800378

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: 25789

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: 253
Views: 73476

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: 139549

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: 1070

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: 253
Views: 73476

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: 25789

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...
by Molay
Fri Mar 15, 2019 2:25 pm
Forum: Implemented Suggestions
Topic: Ability to limit the number of simultaneous inbound trains to a train stop
Replies: 3
Views: 795

Re: Ability to limit the number of simultaneous inbound trains to a train stop

This is something I too would love to see implemented! It would open up new possibilities which is always a big plus!
by Molay
Fri Mar 15, 2019 7:17 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 2236

Re: Request/Idea: Train toggle to don't skip disabled stations

Thinking about it I think you're right, the toggle alone won't fix my problem! If there was a feature where stations would only allow 1 train at a time to use it, it would work. I.e. as soon as a train is dispatched, the target station becomes unavailable to other trains. Both features on their own ...
by Molay
Fri Mar 15, 2019 3:59 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 2236

Re: Request/Idea: Train toggle to don't skip disabled stations

It's most useful if stations have the same name. Say all iron outpost are called "iron ore outpost". You disable all stations by default, and enable them if it has enough ore to load up a train. Making it so a single train can service them all efficiently without wasting time or fuel, and ...
by Molay
Thu Mar 14, 2019 11:53 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 800378

Re: Development and Discussion

Just a heads up: newest experimental changes pollution. Values need to be divided by 60 to mesh well with the changes. Current modded buildings will be polluting 60x more than they should until mod update.

I recommend sticking to 0.17.11 to players for the time being.
by Molay
Thu Mar 14, 2019 8:09 am
Forum: General discussion
Topic: Delete Achievements in game options?
Replies: 4
Views: 1595

Re: Delete Achievements in game options?

Loading your old world might trigger the achievements right away. It's what people did to unlock the toolbar: load an old save with construction.
by Molay
Thu Mar 14, 2019 1:00 am
Forum: General discussion
Topic: Delete Achievements in game options?
Replies: 4
Views: 1595

Re: Delete Achievements in game options?

Gone forever, including steam achievements. You can start fresh to unlock them all again. Did that for 0.17 and am really enjoying it.
by Molay
Thu Mar 14, 2019 12:56 am
Forum: General discussion
Topic: Lategame mining options are lacking
Replies: 129
Views: 19036

Re: Lategame mining options are lacking

Robotic mining wagon. A wagon that project a logistic zone around it when at a station. The wagon can hold X mining bots, say 400. The wagon charges bots, it has dedicated slots for fuel cells to generate power and charge (upgraded version: fusion mining wagon; no need for fuel). The wagon itself ca...
by Molay
Thu Mar 14, 2019 12:37 am
Forum: Ideas and Suggestions
Topic: Request/Idea: Train toggle to don't skip disabled stations
Replies: 18
Views: 2236

Request/Idea: Train toggle to don't skip disabled stations

Hi, I'd appreciate if trains had a toggle for their behaviour concerning disabled stations. Toggle: train waits for disabled station. (Default: train skips disabled station). Currently trains skip stations that are disabled, continuing to the next open station on schedule. I have a design where trai...
by Molay
Sat Jan 06, 2018 4:34 pm
Forum: News
Topic: Friday Facts #224 - Bots versus belts
Replies: 905
Views: 181583

Re: Friday Facts #224 - Bots versus belts

I would hate to see the nerfbat being used as a way to guide players towards what you find the desired way to play the game. I'd much rather you focussed on offering alternative solutions that are as fun and fill a similar role as the bots do: that is, reward the player by reducing some micromanagem...
by Molay
Mon Dec 25, 2017 4:53 pm
Forum: Angels Mods
Topic: [0.16.x] Update?
Replies: 34
Views: 11200

Re: [0.16.x] Update?

Thank you eformo <3
by Molay
Sun Dec 24, 2017 3:40 pm
Forum: Angels Mods
Topic: [0.16.x] Update?
Replies: 34
Views: 11200

Re: [0.16.x] Update?

That's wonderful news! So what file would I need to modify to achieve that? Thanks!!
by Molay
Sun Dec 24, 2017 10:07 am
Forum: Angels Mods
Topic: [0.16.x] Update?
Replies: 34
Views: 11200

Re: [0.16.x] Update?

Say I start a game without bioprocessing. Would I be able to turn it on once it's updated in an ongoing game? I'd hate to start over but am very excited to start ;)
by Molay
Sun Dec 24, 2017 3:13 am
Forum: Angels Mods
Topic: [0.16.x] Update?
Replies: 34
Views: 11200

Re: [0.16.x] Update?

Hey, sorry if the question is obvious to many, but I have to ask. Is there a way to make Angel's Bioprocessing (Algae and things) work by just editing some line in the file on my end, updating the version? Or is there something fundamentally flawed with it for the new version, meaning I should wait ...

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