Search found 678 matches

by Light
Sat Feb 11, 2017 3:51 pm
Forum: Angels Mods
Topic: Smelting ore to plates direct or via ingot/molten
Replies: 3
Views: 2228

Re: Smelting ore to plates direct or via ingot/molten

I'll just leave this here. With the fully developed Angel's smelting, you get the following: For IRON , TIN , TITANIUM , STEEL , you get this: - 4 ore -> 1 cart = 0.25 cart/ore - 2 cart -> 12 pellet = 1.5 pellet/ore - 4 pellet -> 5 ingot = 1.875 ingot/ore - 3 ingot -> 3 molten = 1.875 molten/ore - 2...
by Light
Sat Feb 11, 2017 3:42 pm
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 128880

Re: [MOD 0.14] Alien Biomes

I was surprised how much of an atmospheric impact this has on the game, it really cranks up the immersion by having really warm climates in one area then freezing tundras in another. The colored forests really remind me of Command and Conquer: Tiberian Sun, with the sudden shift from normal tundra t...
by Light
Sat Feb 11, 2017 3:05 pm
Forum: Angels Mods
Topic: bobsplates & angelsrefining incompatible
Replies: 1
Views: 1249

Re: bobsplates & angelsrefining incompatible

You need bob's electronics to correct this issue. Deleting the library may help as well.
by Light
Sat Feb 11, 2017 3:02 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389031

Re: Development and Discussion

Water and gas voiding is something I learned to live with, but I wish I could do something with the three silos full of sulfur I managed to acquire. Maybe they will be useful endgame or is there something I missed early game? Certain mods may make good use of sulfur, some are even quite demanding f...
by Light
Sat Feb 11, 2017 2:12 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219763

Re: Bugs & FAQ

It might just be me, but I noticed the algae farms no longer produce pastes. The bio-lab completely halted and I couldn't find them in any other building.
by Light
Thu Feb 09, 2017 3:19 am
Forum: Mods
Topic: [MOD 0.14.X] Obuw's Warfare (Combat Revamp)
Replies: 2
Views: 3468

Re: [MOD 0.14.X] Obuw's Warfare (Combat Revamp)

Gave this a fair shake and while the changes seem cool, I'm just curious to know a couple things. 1. Why separate turret ammo from regular ammo? It seems like an unnecessary change that just adds 2 more items in the combat tab to clutter and confuse the two. Plus no bob's ammo can be used, which is ...
by Light
Tue Feb 07, 2017 12:47 pm
Forum: Angels Mods
Topic: Balancing pure ore yield?
Replies: 2
Views: 2184

Re: Balancing pure ore yield?

I can't say I understand what the problem is. As someone who used dirty refining exclusively in a 120+ hour map until learning about the pure method, I found there to be no downside aside from exotic ores stockpiling too much since they were rarely used. The design for a dirty method is literally a ...
by Light
Tue Feb 07, 2017 12:27 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389031

Re: Development and Discussion

Still, I do like the concept and don't want to discourage looking at alternate possibilities to get something more out of it, but that's just how I see it after using it all these months. Yup, I also like the idea, but seems like a waste of space/resources, as using regular furnaces is most of the ...
by Light
Mon Feb 06, 2017 7:57 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389031

Re: Development and Discussion

3. casting machines are planned to have a requirement for cooling water somewhere in the future (and casting molds), that's why they already have 3 fluid connectors visible Oh god, please no. I tried using Smelting exclusively and I have zero "vanilla" smelting in the entire base. This ha...
by Light
Sat Feb 04, 2017 10:36 pm
Forum: Mods
Topic: [MOD 0.13] AutoPvP - automated PvP map and forces
Replies: 90
Views: 39988

Re: [MOD 0.13] AutoPvP - automated PvP map and forces

Me and my friend are Angel's players, with RSO the angel starting area will contain only the 6 angel ore patches without infinite ores in them. However, this mod adds giant patches of infinite ores in the starting area which basically breaks the game. Any plans to look into native Angel's compatibil...
by Light
Sat Feb 04, 2017 2:12 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389031

Re: Development and Discussion

2. All geodes come from chunk creation, not just red or blue. All recipes for hydro refining return red and blue geodes for me. I haven't seen other ways to get geodes. It's always good practice to update your mods when starting up Factorio. The other geodes were added in Refining 0.6.0 a week ago.
by Light
Sat Feb 04, 2017 2:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389031

Re: Development and Discussion

Out of curiosity, I took a look at all the smaller scale power production mods in relation to the discussion earlier. Only one really stood out for me. Klonan's power mod has a recipe that will use 60 units of water + 1 oil or heavy oil or 0.5 light oil in the oil burner to create 60 units of 100C w...
by Light
Fri Feb 03, 2017 3:55 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389031

Re: Development and Discussion

I have no issues using Napatha, Lubricant, Crude, Oxygen, Nitrogen, or even compressed air to fully power steam engines if the flow can be kept strong enough. The major issue is that steam engines seem to void the air/liquids at the same rate, so you'd never want to use anything aside from water or ...
by Light
Fri Feb 03, 2017 1:55 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389031

Re: Development and Discussion

I am playing with UP and I find it very frustrating that I cannot use the flourite ore generated by the waste water in the production chain of UP. At least it should be doable to make the flourite out of flourite ore. Also, the geodes which are not red or blue are only coming from mining stone righ...
by Light
Wed Feb 01, 2017 7:27 pm
Forum: Atomic Power
Topic: Uranium Power
Replies: 307
Views: 223912

Re: Uranium Power

So just a small update to the previous idea after playing around with it. Using the "dirty" sorting method that provides many different ores shows that fluorine use is self sustaining at 1:1 with no real excess possible. But when using the "clean" method of producing a single ore...
by Light
Wed Feb 01, 2017 6:41 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389031

Re: Development and Discussion

Two balance suggestions have come up given the latest additions. 1. Early game Geode Processing rates are very high, rendering the lengthy mid-late game seedling method almost pointless. 2. Using Brown Algae, only 10 saline creates 200 MJ! This renders all other fuel sources entirely obsolete. Whil...
by Light
Wed Feb 01, 2017 6:05 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1389031

Re: Development and Discussion

Two balance suggestions have come up given the latest additions. 1. Early game Geode Processing rates are very high, rendering the lengthy mid-late game seedling method almost pointless. 2. Using Brown Algae, only 10 saline creates 200 MJ! This renders all other fuel sources entirely obsolete. While...
by Light
Wed Feb 01, 2017 5:11 pm
Forum: Angels Mods
Topic: coke pellets
Replies: 8
Views: 6370

Re: coke pellets

It's in the assembly machine after coal processing 2 is researched. http://puu.sh/tJO8L/ba8131c542.png However, if I may make a personal suggestion if this is regarding using up coal quickly as a fuel source. The newly added brown algae is cheaply made with saline water, where 10 saline creates 8 al...
by Light
Mon Jan 30, 2017 8:29 pm
Forum: Mods
Topic: Mylon's Many Mods
Replies: 305
Views: 122697

Re: Mylon's Multiple Mods

My first experience using Hardcore Survival Expansion was quite a shock. After 15 minutes of starting the map and trying to get things going, the biters promptly went for the boilers. After 15 biters came in, I felt excited the biters were finally going to present a challenge... until the biters nev...
by Light
Mon Jan 30, 2017 9:29 am
Forum: Mods
Topic: [.13-1.1.81] Aircraft (1.8.6)
Replies: 185
Views: 125001

Re: [0.13.18|0.14.21] Aircraft (1.1.5) New Planes!

Bob's user here. The personal power and shields work on the aircraft just fine, just not the vehicle specific ones. I must say I was very excited at the prospect of creating an airport with strips at distant locations, blinking lights, the whole works. However, a few things personally bothered me be...

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