Search found 460 matches

by Neemys
Thu Nov 02, 2017 11:03 am
Forum: News
Topic: Friday Facts #214 - Concrete rendering
Replies: 129
Views: 66542

Re: Friday Facts #214 - Concrete rendering

As a person that use concrete not all over my base, but only in key point and road I do love the new one. The border add more depth and make a real difference with the terrain.
by Neemys
Wed Nov 01, 2017 8:08 pm
Forum: General discussion
Topic: I wish I had the money.
Replies: 27
Views: 11424

Re: I wish I had the money.

I have and still play the demo. I've even tried the full version a friend owns. But I just don't make enough money to outright buy the game. i put it on my Steam wishlist months ago and have been waiting in hopes of a Steam Sale or something that will lower the price even a little. Honestly I'd lov...
by Neemys
Wed Nov 01, 2017 8:06 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217816

Re: Bugs & FAQ

God cant believe i didnt see this and after 2 days of searching ... i didnt use before boilers ... i was using Burner Turbine Generator, is working i success to make plastics after so long time i almost quit the game ... thank you so much If you don't want to use fuel there should be a research for...
by Neemys
Thu Oct 26, 2017 10:43 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134094

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Also, thanks for the heads up on AAI industries. Haven't played with it myself. I'll take a look, probably only needs to be taken into account in the load order. Hello, Any progress with the AAI Industries compatibility? No answer from the mod author. I took a little time to see what's going on and...
by Neemys
Wed Oct 25, 2017 9:11 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217816

Re: Bugs & FAQ

Error by angelsbioprocessing: There is no 'wooden-board'. Mods: boblibrary, bobores, bobplates, angelsrefining, angelscomponents, angelspetrochem, angelsaddons-pressuretanks, angelsbioprocessing, angelslogistics, angelssmelting. you are missing bobselectronics, bio processing is still dependent on ...
by Neemys
Mon Oct 09, 2017 2:10 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532350

Re: [MOD 0.14] AAI Programmable Vehicles

When you redo your setup connect every controller to a power pole. That way you can read the signals the controller gets by hovering over the power pole. I already do that if needed. As I already stated, the circuit setup don't have any problem. It was working fine before and is working fine in a n...
by Neemys
Mon Oct 09, 2017 9:50 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532350

Re: [MOD 0.14] AAI Programmable Vehicles

I tried without success : Changing the circuit to issue order every 60 ticks (more often). Changing hauler for new one in case old one are bugged. Changing the order to use hauler id instead of unit id to assign order. Offset the target position by different value to avoid being blocked by getting ...
by Neemys
Sun Oct 08, 2017 7:57 pm
Forum: Mods
Topic: [1.0][1.1] Building Platform v1.2
Replies: 142
Views: 67871

Re: [0.14][0.15] Building Platform v1.1.10

Hey, it would be nice if you concentric-circle and grid generation could work on other surfaces than nauvis. Maybe make this check check if the surface name is in a global table instead of whether is just nauvis. Then allow mods to add/remove surface names from that table via a remote function. I'm...
by Neemys
Fri Oct 06, 2017 3:20 pm
Forum: Releases
Topic: Version 0.15.35
Replies: 6
Views: 14956

Re: Version 0.15.35

14954.242 Error MainLoop.cpp:940: Exception at tick 98589166: Error while running event AutomaticTrainDeployment::on_train_changed_state (ID 23) __AutomaticTrainDeployment__/control.lua:12: attempt to index field 'station' (a nil value) I changed the station name when a train pulled into it. Please...
by Neemys
Wed Oct 04, 2017 5:31 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532350

Re: [MOD 0.14] AAI Programmable Vehicles

When you press F4 and activate all pathfinding options (or simply press F5) you'll see if the hauler is looking for a path. Sometimes they are not, they usually will start working again after some time. Near aliens haulers often behave weird. Driving in the opposite direction for no reason and gett...
by Neemys
Wed Oct 04, 2017 10:51 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 532350

Re: [MOD 0.14] AAI Programmable Vehicles

I ran into a problem lately. In my game (big railworld with angels/bobs) I use miners and hauler to get differents resources. The circuit that control them have no problem. It's a simple, if hauler resource go over a threshold it go unload, otherwise stay next to the miner. Using go to pos order, so...
by Neemys
Sun Oct 01, 2017 8:19 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217816

Re: Bugs & FAQ

Termak wrote:(...)

Also how i make crawler vehicle to not instakill my buildings when i touch them :D
you need to edit the mod. Lower the weight of the crawler in 'prototypes/entities/crawler.lua', it's near the end of the file 'weight = 20000,', change it for a much lower value.
by Neemys
Sat Sep 30, 2017 1:23 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217816

Re: Bugs & FAQ

(...) this seems to me like conflict with some other mod, i'm using crawler vehicle for quite long time already, and this never hapened to me. i'm using full angels, full bob, loader redux, rso and yarm, from time to time i experiment with other mods, but this is my most used set and never had this...
by Neemys
Sat Sep 30, 2017 11:00 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217816

Re: Bugs & FAQ

When using the "Crawler" construction vehicle, the option "enable logistic while moving" keep activating itself. I uncheck it because I don't want bot going outside when moving but when I enter or leave the vehicle, the option recheck itself making it tedious to uncheck the optio...
by Neemys
Fri Sep 29, 2017 12:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1387197

Re: Development and Discussion

Do we need chemical plants? Can't seem to remember the last time I used one (except for vanilla). I know that they are better, but I always use the advanced ones because their base speed syncs up better with petrochem. Plus, I don't need two buildings doing the same thing... Yes and no all recipe u...
by Neemys
Fri Sep 29, 2017 11:44 am
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 134094

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

@UberWaffe After Ackos asking for gold recipe I take time to look at the gold requirement for blue bottle in 0.15 and it seem out of place. Here things as they are now : In both bobs and angel+bob, for science, gold plate aren't use in blue bottle. In fact they seem to be needed for hightech science...
by Neemys
Thu Sep 28, 2017 10:38 am
Forum: Mods
Topic: [MOD 0.15] SmartTrains 2.0.5
Replies: 608
Views: 299824

Re: [MOD 0.15] SmartTrains 2.0.5

Little text problem when displaying the rule fluid count. fluid train.jpg I enjoyed your mod so far, the only thing that is bothering me is the automatic refuelling not working when you set yourself where a train should go as it will never go to the end of the schedule. Maybe an option to change the...
by Neemys
Tue Sep 26, 2017 8:56 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217816

Re: Bugs & FAQ

Algae farm are ordered wrongly in crafting list of the inventory with the MK2 being before the MK1.
by Neemys
Mon Sep 25, 2017 11:31 am
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 56095

Re: Friday Facts #209 - Optimisation is a way of life

I am relative new to the game and probably an atypical player. Using peacefull mode and evem detroying all enemy structures with console when starting a game. I just don't want to fight, only logistics. you can stop them spawning altogether when creating a map. Specifically, setting the "enemy...
by Neemys
Mon Sep 25, 2017 8:58 am
Forum: News
Topic: Friday Facts #209 - Optimisation is a way of life
Replies: 95
Views: 56095

Re: Friday Facts #209 - Optimisation is a way of life

If you read the forum and FFF you should know that they can't implement multi threading and the big problem they have is RAM related not CPU related. Is it really that they can't implement multithreading at all or is it that it's complicated due to structural design decisions made in the past? Do y...

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