Search found 39 matches

by cellular
Sun Jan 21, 2018 3:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: Development and Discussion

steinio wrote:Is there a chart for all that somewhere?
Not as far as I know, sorry.
by cellular
Sun Jan 21, 2018 1:34 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: Development and Discussion

I think ferric and cupric sorting are the new intended solutions for iron and copper. Ferric sorting has the property that everything you get from it can be smelted with iron. So crushed ferric sorting converts 2 mixed ore into 1 iron ore and 1 manganese ore, and iron and manganese ore can be smelte...
by cellular
Fri Dec 29, 2017 7:13 pm
Forum: News
Topic: Friday Facts #222 - Christmas avalanche
Replies: 130
Views: 55678

Re: Friday Facts #222 - Christmas avalanche

kovarex wrote:Barrels are going to be 50.
This makes me sad - barrels seem totally useless now.
by cellular
Fri Dec 29, 2017 6:05 pm
Forum: Ideas and Suggestions
Topic: Assembling machines useful late-game
Replies: 3
Views: 2132

Re: Assembling machines useful late-game

I still use Assembly Machine 1s for quite a while after researching Automation 2 because they're cheaper and faster to hand-craft. They're enough to make transport belts, green circuits and gears, which are generally all I want to make in bulk before researching Automation 2 anyway, so they're not a...
by cellular
Mon Jul 31, 2017 10:25 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1234387

Re: Bugs & FAQ

The new copper coil functionality is great, but unlocking it seems to mess up handcrafting - it stops me from crafting anything that requires copper cables unless I have either cables or coils in my inventory. (In particular, it won't make the cables automatically if I have copper plate.) Would maki...
by cellular
Sat May 20, 2017 5:42 pm
Forum: Not a bug
Topic: Fluid wagon loading/unloading is unintuitive
Replies: 7
Views: 68943

Re: Fluid wagon loading/unloading is unintuitive

I can confirm that the issue still occurs in 15.12 even when the pumps are powered and a train is perfectly aligned to the station. I thought there was something wrong with my setup when the pumps didn't extend, which is how I found this post. Here's a picture, with a pipe added to the middle pump. ...
by cellular
Wed Apr 26, 2017 6:23 pm
Forum: General discussion
Topic: Getting rid of alien artifacts is a bad idea
Replies: 74
Views: 27743

Re: Getting rid of alien artifacts is a bad idea

I like the removal myself, but it feels like there's an obvious solution here which should make most people happy: tweak the spawning algorithm so that most ore patches will have a biter base or two very nearby, and so that biter expansion is slightly biased towards ore patches rather than random. T...
by cellular
Sun Apr 02, 2017 2:52 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: Development and Discussion

So to what extent are ratios going to change? I'm in the process of setting up a proper train-based resource processing area and I'm wondering if I should set up smelting now or wait a while.
by cellular
Fri Mar 24, 2017 7:34 pm
Forum: News
Topic: Friday Facts #183 - Aiming for the release date
Replies: 145
Views: 69861

Re: Friday Facts #183 - Aiming for the release date

Have you thought about releasing 0.15 without nuclear power? Nuclear power is exciting but I (personally) don't think it's worth delaying the release for weeks. You can push nuclear power into a much smaller 0.16 release, similar to the 0.14 multiplayer release. Nuclear power involves completely re...
by cellular
Sat Feb 11, 2017 2:14 am
Forum: News
Topic: Friday Facts #177 - Difficulty settings
Replies: 120
Views: 52467

Re: Friday Facts #177 - Difficulty settings

I'm very interested in the HD texture pack, the speaker will be useful for low resource level alerts and similar, and I like the new option to disable biter expansion. And I'm perfectly happy with a "when it's done" timescale, considering Wube's history of near-perfect major version launch...
by cellular
Sat Aug 13, 2016 2:55 am
Forum: Ideas and Suggestions
Topic: [0.14] Implement Nuclear Fusion Power
Replies: 7
Views: 4437

Re: [0.14] Implement Nuclear Fusion Power

A lot of it depends on how willing the devs are to add more ore types or basic resources. You can't fuel fission reactors with iron or copper but you could work water based fusion into the game as it stands. I'd certainly expect to see large scale fusion power before the personal reactor in the tec...
by cellular
Fri Aug 12, 2016 11:53 pm
Forum: Ideas and Suggestions
Topic: [0.14] Implement Nuclear Fusion Power
Replies: 7
Views: 4437

Re: [0.14] Implement Nuclear Fusion Power

Very high-level/conceptual idea: maybe nuclear power could be implemented in such a way as to force you to use the circuit network and combinators? For example, maybe the player should need to add specific materials at specific times, and adding the wrong material at the wrong time causes A Bad Prob...
by cellular
Sat Jul 30, 2016 2:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: Development and Discussion

And it needs resin - so you'd need to pipe some heavy oil there still to make resin out of it then use it to make synthetic wood. Might be worth playing around with it in very low oil circumstances. It seems to be intended as a way to "stretch" heavy oil but I don't really get it. You can...
by cellular
Mon Jul 18, 2016 7:31 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: Development and Discussion

Mmm... Tasty tasty complexity...
by cellular
Wed May 11, 2016 10:15 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

Seriously, do you have a Patreon or something?
by cellular
Sun May 08, 2016 8:48 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

Keep in mind that I will expand the use of this mod with my other ones, so it might be that I introduce new elements like platinum and chrome with the chemical mod I'm working on at the moment. So there will be content for high end materials aside from tungsten. [...] The idea is to remove/replace ...
by cellular
Sun May 08, 2016 9:36 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

The refining actually looks fine to me with Bob's. As far as I can tell the benefits of each tier are as follows, ignoring the ore processing: Crushed: Direct smelting to copper, iron, lead and tin plates at a 3:2 ratio. Combining two ores with a basic catalyst at 2:2:1 yields the same materials as ...
by cellular
Sun May 08, 2016 6:37 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

Thanks for the fast response on my last question! Sorry if this has been covered earlier in the thread as well, but am I missing something or are most of the synthetic wood recipes too oil-intensive to be useful in Bob's Mods? The available recipes are: - Directly from heavy oil, at a cost of 0.5 he...
by cellular
Fri May 06, 2016 8:45 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403910

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

I've just started a new map with Processing and Refining, and they're great so far! Am I right in thinking that the alien artifact production from Angels Processing needs a single small alien artifact to get off the ground, though? I'm playing with no biters, so this poses a problem - is there a con...

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