Search found 678 matches

by Light
Fri Feb 23, 2018 2:25 pm
Forum: Angels Mods
Topic: AngelBob hoping for pre-mainbus help
Replies: 14
Views: 9150

Re: AngelBob hoping for pre-mainbus help

Part of the fun of working with Angels is figuring things out for yourself and working around the many complications you'll be running into. Blueprints shouldn't be what you're looking for as it defeats a lot of the point to being creative for yourself. Nevertheless, if you need some ideas then ther...
by Light
Wed Feb 21, 2018 9:04 am
Forum: Angels Mods
Topic: [MOD 0.16.x] MadClown01's Science
Replies: 63
Views: 36522

Re: [MOD 0.16.x] MadClown01's Science

I like the idea of multiple recipes for science packs; But I especially like the particle accelerator creating science for high power and pollution late game. It makes for a good power sink when you generate too much electricity and want something from it. It would be a bit more balanced to have the...
by Light
Wed Feb 21, 2018 5:03 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10124

Re: [0.16] Stormwalls

Okay, I'm going to need slightly more information for this one. What died, a field or an emitter? The emitter did. The best way to test for bugs with this mod is to do the wave defense scenario which sends thousands of biters at you while you use stormwalls to protect the corner. The results are mu...
by Light
Wed Feb 21, 2018 4:00 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10124

Re: [0.16] Stormwalls

The purple walls are doing a fine job now.

New error:
Image
by Light
Tue Feb 20, 2018 4:17 pm
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10124

Re: [0.16] Stormwalls

Well it's good to know you've still got some plans for it. With very powerful regenerating walls it makes sense that power demand would be high when repairing or building over a dozen walls at once compared to just one or two walls. Proper defenses would protect the walls from being attacked too fre...
by Light
Mon Feb 19, 2018 2:07 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88931

Re: [MOD 0.16] MadClown01's Processing

That actually makes a lot of sense. I was just wondering cause I don't personally play with Bob's Greenhouse, preferring instead Bio Industries, for the added recipes. I haven't actually given Angel's Bioprocessing a go yet, so I might check it out and see if it's better than BI. Angel's version is...
by Light
Sat Feb 17, 2018 11:17 am
Forum: Mods
Topic: [0.16] Stormwalls
Replies: 26
Views: 10124

Re: [0.16] Stormwalls

Finally a forcefield mod that I can use with some flexibility and ease of setup. One odd thing I noticed is that while the buffer consumes a nice bit of power to get started, once the buffer is done and you start placing walls then it doesn't seem to matter if you make 1 or 100 walls since it consum...
by Light
Sat Feb 17, 2018 2:18 am
Forum: News
Topic: Friday Facts #230 - Engine modernisation
Replies: 81
Views: 46486

Re: Friday Facts #230 - Engine modernisation

It's pleasing to see you moving towards the future instead of living in the past. I'd hate to be that guy, but anyone using systems older than 10 years really need to bite their tongue and accept the fact they're very technically behind and need to upgrade to something modern instead of expecting pe...
by Light
Sat Feb 17, 2018 1:53 am
Forum: Releases
Topic: Version 0.16.24
Replies: 106
Views: 55184

Re: Version 0.16.24

Although the logs will not (I hope) contain PII data, the EU General Data Protection Regulations (GDPR) effective May 2018 are being interpreted by most organisations that I work with, such that people must opt-in to permit data to be collected about them. Windows 10, you can't even opt out of it's...
by Light
Sat Feb 17, 2018 1:33 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 88931

Re: [MOD 0.16] MadClown01's Processing

Can u think about some support for py mods to link angel mods with py mods - i know pyanodon did really massive and intersting system based on bob's mods but these 2 mod system have some identical duplicate resources - and there are many matches in angel's petrochem Hmm, I'm not so sure that'd be a...
by Light
Fri Feb 16, 2018 7:14 am
Forum: Angels Mods
Topic: How to get uranium?
Replies: 4
Views: 3905

Re: How to get uranium?

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by Light
Mon Feb 12, 2018 4:13 pm
Forum: Mods
Topic: [MOD] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 741
Views: 214780

Re: [MOD 0.16.x] Deadlock's Stacking Beltbox (& Compact Loaders)

I use this mod not only for its very convenient mini-loaders, but now as a texture pack for much nicer underground belts.
After the eventual Angel/Bobs support is done by someone for the beltboxes, belts will once again be a useful and beautiful addition to my mega-factories.
by Light
Thu Feb 08, 2018 12:22 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395663

Re: Development and Discussion

I would like to criticize your new parts of the Bio Processing Mod. The main point of critic is, that you have the divide between the crops that use the dormant seed and those that don't. The one with dormant seeds are nearly impossible to scale up. The other ones scale up at like 1:4, so even if y...
by Light
Wed Feb 07, 2018 9:49 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395663

Re: Development and Discussion

I've seldom if ever experienced situations where sulfuric acid wasn't produced before the starting patches went completely dry; However, non-infinite patches do still exist outside of that starting area you can easily mine from, which will give you even more time to get sorted if for some reason yo...
by Light
Tue Feb 06, 2018 11:42 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395663

Re: Development and Discussion

Suggestions: Would it be possible to split up infinite ore acid use based on the ore itself and not an all or nothing deal? One easy situation with that is having infinite saphirite and stiratite be mined without the fluids, but the other ores would need it. Infinite coal doesn't require any chemic...
by Light
Mon Feb 05, 2018 11:32 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395663

Re: Development and Discussion

Image
by Light
Sat Feb 03, 2018 3:03 pm
Forum: News
Topic: Friday Facts #228 - High resolution turrets
Replies: 135
Views: 78995

Re: Friday Facts #228 - High resolution turrets

THIS IS SUPPOSED TO BE RELIASTIC!?!?!? Wait... what? Well, its still not completely realistic. Correct me if Im wrong but in reality You would only see a laser point on the enemy but like this it looks way cooler ;) It's all a matter of wattage. http://puu.sh/zfMMX/ee04792a5a.png https://youtu.be/i...
by Light
Fri Feb 02, 2018 10:52 am
Forum: Releases
Topic: Version 0.16.21
Replies: 19
Views: 15612

Re: Version 0.16.21

Minor Features Added support to load save files directly in the map editor. I must thank you a great deal for this. Now I'm able to load up any and all past saved games regardless of version without any mod conflict errors I'm often plagued with by being so outdated. This has allowed me to look bac...
by Light
Wed Jan 31, 2018 6:25 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1395663

Re: Development and Discussion

Suggestions: Would it be possible to split up infinite ore acid use based on the ore itself and not an all or nothing deal? One easy situation with that is having infinite saphirite and stiratite be mined without the fluids, but the other ores would need it. Infinite coal doesn't require any chemic...
by Light
Mon Jan 29, 2018 6:22 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1226803

Re: Bugs & FAQ

and finally. I noticed a couple plants have not been named yet. may I nominate antielitz , current WR holder for factorio speedruns, first major factorio speedrunner, and also recently been trying seablock and is a big fan of you right now? :P I don't want to impose of course. names of players that...

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