Not as far as I know, sorry.steinio wrote:Is there a chart for all that somewhere?
Search found 39 matches
- Sun Jan 21, 2018 3:12 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1403910
Re: Development and Discussion
- 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...
- 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
This makes me sad - barrels seem totally useless now.kovarex wrote:Barrels are going to be 50.
- 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...
- 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...
- 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. ...
- 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...
- 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.
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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?
- 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 ...
- 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 ...
- 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...
- 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...