Search found 149 matches
- Sat May 20, 2017 5:02 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1215870
Re: Bugs & FAQ
A through D get a 12% efficiency bonus when combined with E
- Sat May 20, 2017 3:01 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1385361
Re: Development and Discussion
all angels and bobs mods If you're playing with all Angel's and Bob's then the vanilla and Bob ores do not generate by design. From the description on Angel's Refining: Changes the Ores so you have to refine them prior to smelting them. For the base game better refining means less byproducts. With ...
- Wed May 17, 2017 9:44 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1385361
Re: Development and Discussion
I know small balance issues are low priority while still dealing with 0.15 changes but ... add these to your ' Look at when everything is fixed and nothing is on TV ' list. Smelting specifically - Everything seems to be x1, x1.5 x2 vs traditional smelting with these exceptions: 1> Solder from castin...
- Mon May 15, 2017 9:14 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1385361
Re: Development and Discussion
Alternative to waste water, you could have the infinite ores yield a new slag/pebble (Sulfuric slag, nitric pebble, w/e) in addition to the ore. This would then have to be run through a washing plant to yield the waste water and maybe slag. MIning: Infinite Saph + Sulf Acid --> Saphirite and Sulfuri...
- Sat May 13, 2017 1:52 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1385361
Re: Development and Discussion
Since you're playing with some balance things, is it intentional that no lead is consumed when smelting zinc ore directly to zinc ingots?
Zinc recipe: 60 molten lead -> 6 ingots
Melt ingot: 6 ingot => 60 molten lead
Nothing game breaking here, just odd that it's zero loss.
Zinc recipe: 60 molten lead -> 6 ingots
Melt ingot: 6 ingot => 60 molten lead
Nothing game breaking here, just odd that it's zero loss.
- Fri May 12, 2017 1:10 am
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 58441
Re: [0.15.x] Petrochem Plus
Small Bug Report Installing of PCP 0.0.5 seems to remove the ability to unlock Liquifier Mk 4 recipe via tech. Adding {type = "unlock-recipe", recipe = "liquifier-4"}, to /prototypes/updates.lua with the angels-advanced-chemisty-3 group fixed it. I don't know if this is just a cl...
- Sun Mar 19, 2017 7:49 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1215870
Re: Bugs & FAQ
Just a heads-up. The recipe for hydrogen-chloride-separation doesn't become available when updating to 0.4.2 I think it's because there is no name assigned to it in locale/en/petrochem.cfg . Adding a name for the recipe here enabled the recipe just fine. Personal recommendation is that you choose so...
- Sat Feb 25, 2017 4:03 am
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 58441
Re: [0.14.x] Petrochem Plus
Possible Bug Report: I was having an issue crafting cyan catalysts where the machine crafting them would never 'finish'. The bar would fill and no good would ever appear in the output slot. It appears that the stack size of "catalyst-metal-cyan" in items.lua is listed as 1. Changing it to ...
- Wed Feb 08, 2017 7:36 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 131804
Re: [MOD 0.14.21] ShinyBob_v0.14.10
It's possible this is an issue with another mod as I have many enabled but it seems to be a change between 14.7 and 14.9 and related to: Another big thing was to shuffle Gems around to make them coincide with my colour code (yellow, red, blue, purple, green, white) This is only aesthetic, meaning it...