Search found 361 matches

by nagapito
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...
by nagapito
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...
by nagapito
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...
by nagapito
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...
by nagapito
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...
by nagapito
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...
by nagapito
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...
by nagapito
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...
by nagapito
Thu May 25, 2017 11:36 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217362

Re: Bugs & FAQ

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.
It was 0.5 in 0.14 so its correct.
by nagapito
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...
by nagapito
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...
by nagapito
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...
by nagapito
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...?
by nagapito
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...
by nagapito
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...
by nagapito
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.....
by nagapito
Tue May 23, 2017 10:06 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1217362

Re: Bugs & FAQ

Skathmaine wrote:what broke with liquid fuel canisters?
is this a bug? or have my mods broken?
That is actually a bobs issue, not angel.
But... last few updates removed liquid fuel canister fuel value and now you make enriched fuel block from the liquid fuel!
by nagapito
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
by nagapito
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
by nagapito
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...

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