Search found 361 matches
- Tue Oct 23, 2018 2:37 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 590092
Re: pY Coal Processing - Discussion
Stupid mistake that costed me a LOT of time.... So, I started looking into the code, to see how glass is related with other items and how to balance it for early game. First flag, there is no glass unless we have Bob's....humm... Then... I noticed that what I thought was the main initial recipe to m...
- Tue Oct 23, 2018 9:50 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 590092
Re: pY Coal Processing - Discussion
Pymods will lost their compatibility with bobs soon. This actually worries me... I kinda like bob's mods (logistics/assemblies/intermediaries) and having bob's intermediaries replaced by Py while keeping all the new items and their recipes using Py items is something I like very much. Instead of ha...
- Tue Oct 23, 2018 8:22 am
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 590092
Re: pY Coal Processing - Discussion
I am playing with all py Mods and all Bob's except the module and warfare mods. If I recall, without bob's, glass is not used for science, so the issue is not that big. And later on, when you need glass, the recipes might actually be balanced (didn't passed red science my first play with only py mod...
- Mon Oct 22, 2018 10:54 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1786
- Views: 590092
Re: pY Coal Processing - Discussion
glass will be added in pyRO. Wood is used for the cork. More wood options will come in a possible pyAL. Unless I am missing something, if we are playing only a Py/Bobs pack leaving angels madness in the locket we land into another madness coz of glass. No angels ores to provide quartz the only quar...
- Sun Sep 16, 2018 4:54 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217362
Re: Bugs & FAQ
It's kinda hard to unravel the dependency hell, but it seems that it's impossible to get to blue science (in Seablock). Cause is to get blue science, player needs aluminum plates, that require Sodium Hydroxide to make. However it is locked behind Sodium Processing tech, which in itself requires two...
- Mon Aug 27, 2018 8:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386786
Re: Development and Discussion
Hey guys i just realize something really annoying ... Copper ore and iron ore can be able to stack by 50 but all the others ore are stacked by 200... So it makes a huge trouble of size for warehouse (see pic) because we can stock 4 times less Could you be able to change on your mod ? ores.PNG You h...
- Wed Feb 14, 2018 12:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [wheybags][0.16.21]Circumventing prod module restriction using beacons
- Replies: 7
- Views: 4926
Re: [wheybags][0.16.21]Circumventing prod module restriction using beacons
Great, now I've got to write a new mod to specifically allow everything to use prod. I enjoyed using that work around. if the mod is intended to allow productivity bonuses to effect all items, then it should allow that. Bob's has a true/false setting that would allow/disallow prod modules to effect...
- Thu Jun 08, 2017 10:01 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282594
Re: [Mod 0.14/0.15] Logistic Train Network 1.3.0
Replaced use best effort, minimum delivery size and ignore minimum delivery size with more versatile request threshold and provide threshold. Requester will only trigger deliveries when amount *-1 is above request threshold, same as with minimum delivery size before. Request threshold no longer aff...
- Thu May 25, 2017 11:36 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217362
Re: Bugs & FAQ
It was 0.5 in 0.14 so its correct.Eule_69 wrote:In Refining, the required amount of acids for Leaching seems to be too low:
All chunks require 5 units of their aicid-type to be converted to crystals.
With 0.15 and all liquids multiplied by 10, shouldn't it be like 50ish?
Thanks.
- Thu May 25, 2017 2:31 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 351739
Re: [0.15.x] Bob's Mods: General Discussion
Why not integrate in bobs greenhouse mod? it's still stupid since you'll invest tons of energy for something lying on the ground, but more options more fun! Lying on the ground is subjective... I might decide, if this is implemented, to do a map without fossil resources... So, no coal or oil at all...
- Thu May 25, 2017 12:35 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 351739
Re: [0.15.x] Bob's Mods: General Discussion
Ok, I just now got into a 0.15 Bob's (+Angel's) campaign after not playing for a few months and I need to know: what is the deal with space science packs? How do I get them? Are they an output of rocket silos? And how many do you get per rocket launched? Also, is there still no chemical process for...
- Thu May 25, 2017 11:48 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 351739
Re: [0.15.x] Bob's Mods: General Discussion
I'm having a problem where whenever I blueprint an adjusted inserter (different pickup/dropoff/offset), the blueprint ghost shows the correct settings, but when the item is actually placed, the inserter reverts back to default settings. This is especially frustrating with large blueprints, as I hav...
- Wed May 24, 2017 8:41 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386786
Re: Development and Discussion
Angel, do you have plans to add the rest of bobs alloys to smelting?
That is brass, bronze, copper-tungsten, tungsten carbide, cobalt steel, nitinol...?
That is brass, bronze, copper-tungsten, tungsten carbide, cobalt steel, nitinol...?
- Wed May 24, 2017 11:01 am
- Forum: Logistic Train Network
- Topic: old LTN discussion thread
- Replies: 858
- Views: 282594
Re: [Mod 0.14/0.15] Logistic Train Network 1.2.8
overloaded trains no longer cause requesters to flip to providers during delivery Sorry I neglected this bug for a while. Could you explain better what is happening now? The train has more then requested so the station ends with a positive amount of items. Who is it preventing it from becoming a pr...
- Tue May 23, 2017 10:46 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 351739
Re: [0.15.x] Bob's Mods: General Discussion
There is an error in that test. That test was made to find the throughput of the pumps, so what was important was in and out of a pump. You cant use the same test scenario here unless you actually increase the pipe distance for a reasonable amount. As I said on previous posts, if we are talking abou...
- Tue May 23, 2017 10:07 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217362
Re: Bugs & FAQ
Clay bricks are "overwriting" stone bricks on blueprints, so now my blueprints dont place the stone bricks coz they think they were made with clay bricks.....
- Tue May 23, 2017 10:06 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217362
Re: Bugs & FAQ
That is actually a bobs issue, not angel.Skathmaine wrote:what broke with liquid fuel canisters?
is this a bug? or have my mods broken?
But... last few updates removed liquid fuel canister fuel value and now you make enriched fuel block from the liquid fuel!
- Tue May 23, 2017 7:38 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 351739
Re: [0.15.x] Bob's Mods: General Discussion
According to Rsending, it also re-applies bonuses, like gun damage and sorts.
Maybe it also disabled recipes that should not be enabled when moved to another place of the tech tree.... dunno
Maybe it also disabled recipes that should not be enabled when moved to another place of the tech tree.... dunno
- Tue May 23, 2017 7:31 pm
- Forum: Duplicates
- Topic: [0.15.13] Cant right click drag on blueprints to remove item
- Replies: 2
- Views: 910
[0.15.13] Cant right click drag on blueprints to remove item
With the new change to right/left click on GUI's, we cant right click and drag to remove items from blueprints. We now need to right click one by one
We cant also right click on the components summary and remove all the items instances on the blueprint
We cant also right click on the components summary and remove all the items instances on the blueprint
- Tue May 23, 2017 6:50 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386786
Re: Development and Discussion
Angel, I shared this on bob's posts but I think you will also love to know this command that doesnt seem to be documented... game.player.force.reset_technology_effects() This is the supposedly the same as checking if technology is researched then enable all the recipes but for all technologies. No m...