Search found 149 matches

by Zombiee
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
by Zombiee
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 ...
by Zombiee
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...
by Zombiee
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...
by Zombiee
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.
by Zombiee
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...
by Zombiee
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...
by Zombiee
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 ...
by Zombiee
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...

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