Search found 678 matches
- Fri Oct 27, 2017 9:46 pm
- Forum: News
- Topic: Friday Facts #214 - Concrete rendering
- Replies: 129
- Views: 67027
Re: Friday Facts #214 - Concrete rendering
As an ironworker who creates concrete floors for both factories and refineries, I can't say I've ever seen concrete like that before. You create the frame for the surface you're building for and pour the concrete into the mold until reaching the respective height, as it then dries as a perfectly fla...
- Fri Oct 20, 2017 7:32 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1395626
Re: Development and Discussion
Wow all looks awesome, can't wait for new update from you Arch666Angel :D IKR? I'm trying not to get to far in my current new game, because I don't want to lose too much when this comes to town. Any idea of the time-frame? Is this as extensive of an update as it appears? I feel I must second this a...
- Sun Aug 27, 2017 6:28 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 314926
Re: MOD [ 0.15.x] Bio-Industries 1.8.7
My question is about the bio garden, we have 2 recipes available, it appears the basic recipe of 1 fert has craft time of 40, and the advanced recipe using 1 advanced fertilzer has a craft time of 100, but both have the same effect of -35 pu, shouldnt the advanced recipe that takes longer "do ...
- Sat Aug 19, 2017 8:16 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1395626
Re: Development and Discussion
Even if I stopped replying to every comment, I read everything that is posted here, the subforum, pinged in discord or even on reddit. So yes I have read your comment, I'm considering a change but I have no brilliant idea at the moment how to handle it. It might be part of bio processing though, in...
- Sat Aug 19, 2017 7:08 am
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 314926
Re: MOD [ 0.15.x] Bio-Industries 1.8.3
Any Balancing thoughts/feedback since 1.8.0? Well, I did write up my post talking about how the yields were too low a couple weeks ago . Further testing by setting all recipes to be 300 raw wood had greatly solved the problem with the mod being useless in the early and mid game. The advancement of ...
- Fri Aug 18, 2017 6:31 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1395626
Re: Development and Discussion
Petrochem --0.5.14 -increased power consumption for the electric boiler -decreased pollution production for the electric boiler I still feel the original resin recipe should be left in tact. Nerfing one recipe to make yours look better is a sign that it's poorly designed and needs revision, it shou...
- Fri Aug 18, 2017 6:22 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 314926
Re: MOD [ 0.15.x] Bio-Industries 1.8.3
Any Balancing thoughts/feedback since 1.8.0? Well, I did write up my post talking about how the yields were too low a couple weeks ago . Further testing by setting all recipes to be 300 raw wood had greatly solved the problem with the mod being useless in the early and mid game. The advancement of ...
- Fri Aug 04, 2017 7:47 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 314926
Re: MOD [ 0.15.x] Bio-Industries 1.7.5
What I don't like: 1. Bio-farm. Although it looks visually impressive, and has a couple of realism in recipe (with flashlights required) – if you ever played with "Bob's greenhouse" mod, you will understand how ridiculously useless bio-farm is. Just a few numbers: (basic recipe) Bio-farm:...
- Fri Aug 04, 2017 1:59 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1395626
Re: Development and Discussion
Sounds to me you need to focus more on your ratios and scaling down, or the better option of learning the beauty of circuit networks. A well designed factory will naturally scale up or down to satisfy demand without wasting resources, basically operating 100% of the time without the need for stockp...
- Thu Aug 03, 2017 10:32 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1395626
Re: Development and Discussion
So, I've finished my 2nd playthrough, and I have found the same problem twice. Once I set up the basic refining chains for all six minerals for slagless sorting, I ran into the issue that I had warehouses full of ores I couldn't use. Nickel, Lead, Zinc, Aluminum, Tin ... I had *so* *much* of it. An...
- Wed Aug 02, 2017 10:22 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1226770
Re: Bugs & FAQ
As has been pointed out by a couple of people now, you don't get more plates from sorting until you're doing metallurgy smelting or single result sorting (i.e. saphirite + jivolite -> iron) anyway. Unless you need the slag for something (unlikely at this stage of the game) you can stick with crushe...
- Tue Aug 01, 2017 10:02 am
- Forum: News
- Topic: Friday Facts #201 - 0.15 Stable, but not really
- Replies: 148
- Views: 52699
Re: Friday Facts #201 - 0.15 Stable, but not really
My big issue with the initial load times is that after updating or toggling any mod, the game has to be restarted and take its sweet time loading up again. This makes updating mods a real pain in the ass when updates are released often, when it shouldn't be that cumbersome of an experience. It's eve...
- Tue Jul 25, 2017 10:12 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1395626
Re: Development and Discussion
Is there any reason why resin now costs 5 wood as opposed to 1? This completely shut down my factory since I don't have a lot of forestry to cut through, nor do I use Bob's greenhouse mod (or want to). Combined with other wood requirements for materials, I'm fresh out of lumber producing phenolic b...
- Tue Jul 25, 2017 9:07 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1395626
Re: Development and Discussion
Is there any reason why resin now costs 5 wood as opposed to 1? This completely shut down my factory since I don't have a lot of forestry to cut through, nor do I use Bob's greenhouse mod (or want to). Combined with other wood requirements for materials, I'm fresh out of lumber producing phenolic bo...
- Sun Jul 23, 2017 7:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1395626
Re: Development and Discussion
Increasing the temperature would only increase the power generation rate and the power density of storage tanks. Steam engines always consume steam efficiently, if it's under-temp they produce less or consume more, if its over-temp they consume less. Paragraph from the factorio wiki Seems you didn'...
- Sat Jul 22, 2017 9:30 pm
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 48033
Re: [0.15.x] ShinyAngelGFX
PS - Ignore the chem factory. I never use them and thus forgot to make a colored version for ShinyBobGFX, so I won't bother with icons till that's done. I always wondered about that. The chemical plant Mk3 and Mk4 are much faster than Angel's chemical plant, thus it's something I find myself using ...
- Sat Jul 22, 2017 9:12 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1395626
Re: Development and Discussion
From a balance standpoint I really don't see the need for it either. You aren't going to use a ton of electric boilers, and they also already produce pollution in that they require electricity which usually produces pollution. And a machine producing pollution isn't really a consistent balance mech...
- Sat Jul 22, 2017 8:38 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 354020
Re: [0.15.x] Bob's Mods: General Discussion
Is there something different with Tungstic Acid compared with other fluids? It seems to move very slowly through pipes. I am using Mk2 pumps with the standard iron pipes. I tried using the plastic pipes which have a larger diameter as I thought that might help but that is even worse. It's almost as...
- Fri Jul 21, 2017 8:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1226770
Re: Bugs & FAQ
I'm going to guess these are an oversight, but the building materials for some structures are inconsistent with everything else. An example of this would be the ore crusher: The Mk2 is using stone bricks as opposed to clay bricks. The Mk3 is using clay bricks as opposed to concrete bricks. The meta...
- Fri Jul 21, 2017 11:59 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1226770
Re: Bugs & FAQ
I'm going to guess these are an oversight, but the building materials for some structures are inconsistent with everything else. An example of this would be the ore crusher: The Mk2 is using stone bricks as opposed to clay bricks. The Mk3 is using clay bricks as opposed to concrete bricks. The metal...