Search found 460 matches
- 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.
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- Sun Oct 01, 2017 8:19 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217816
Re: Bugs & FAQ
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.Termak wrote:(...)
Also how i make crawler vehicle to not instakill my buildings when i touch them
- 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...
- 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...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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...