What about "Angel's Components and Tech [BETA]". It don't work with 0.16 but just started a new game without that mod and I can't find anything missing.
So is it needed, or is it an old mod which should newer be used. (It have not been updated in 7 months ago, according to the website).
Search found 53 matches
- Mon Dec 25, 2017 2:38 am
- Forum: Angels Mods
- Topic: [0.16.x] Update?
- Replies: 34
- Views: 16931
- Thu Aug 10, 2017 5:11 pm
- Forum: Angels Mods
- Topic: Ore Sorting and the new "Expensive" recipe mode
- Replies: 7
- Views: 5594
Re: Ore Sorting and the new "Expensive" recipe mode
Thanks for doing the math. Seems it should have been 5:1 for the expensive raw to plate recipe. On a note expensive ratios are open to change and suggestions, I added them where they made sense in context of how the recipe chains work. I really don't think the 5:1 ratio work in marathon mode. It ta...
- Thu Aug 10, 2017 4:46 pm
- Forum: Angels Mods
- Topic: Slagless refining overpowered?
- Replies: 10
- Views: 6460
Re: Slagless refining overpowered?
Hello, I'm playing through Bobs + Angels (all mods) now and enjoying it. Thank you for all your hard work. One thing that has always bugged me is I can't understand why I'd ever invest in slag-producing refining when slag-free production comes so early in the tech tree. In my 0.15 game, I'm at the ...
- Thu Jun 15, 2017 10:54 pm
- Forum: General discussion
- Topic: Is there a way to stop trees from removing polution
- Replies: 10
- Views: 5403
Re: Is there a way to stop trees from removing polution
But then what does "Absorbed per damaged tree:" do then? I thought this was the way pollution got absorbed by trees. When polution gets too high it can damage trees. You probably won't notice this if you clear the trees around your factory as there may not be any trees left in chunks wher...
- Thu Jun 15, 2017 4:29 pm
- Forum: General discussion
- Topic: Is there a way to stop trees from removing polution
- Replies: 10
- Views: 5403
Re: Is there a way to stop trees from removing polution
You need to make a mod with something like this in data.lua: for _,tree in pairs(data.raw.tree) do tree.emissions_per_tick = 0 end thanks, I might start a mod then :) But then what does "Absorbed per damaged tree:" do then? I thought this was the way pollution got absorbed by trees.
- Thu Jun 15, 2017 4:27 pm
- Forum: General discussion
- Topic: so who's done a Death World?
- Replies: 19
- Views: 14635
Re: so who's done a Death World?
II have tried it, and after something like 15-20 hours things were going ok. I had an effective laser defence and was thinking about starting the last research tier. And I got my tank and power armor and some other things. But then I stopped, because there are far to many biter bases, I was really u...
- Thu Jun 15, 2017 4:10 pm
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 24619
Re: Pollution is counter-intuitive?
Sorry to say this, but you guys are absolutely missing the points here or have no sense for what good design is or what is not. Pollution does not make any sense. Granted, most of Factorio is very well designed, but pollution is not. Difficulty in a game should go up with time. Take a campaign in S...
- Thu Jun 15, 2017 3:23 pm
- Forum: General discussion
- Topic: Is there a way to stop trees from removing polution
- Replies: 10
- Views: 5403
Is there a way to stop trees from removing polution
Is there a way to stop trees from removing pollution? In an ideal world, the only way to remove pollution would be because bitters absorbed it. What I am trying to do, is to create some settings, where there are almost constant bitter attacks, but where expansion is not a chore, because you have to ...
- Fri May 26, 2017 10:30 pm
- Forum: Resolved Problems and Bugs
- Topic: 5 times as many bugs attack in 0.15.15 compared to 0.15.14
- Replies: 1
- Views: 3490
5 times as many bugs attack in 0.15.15 compared to 0.15.14
I have attached a game which is a "Death world" 9 hours in. If I run the game for 5 minutes with 0.15.14 anything is fine. There are 2 different attacks, but my laser turret defense can handle that no problem. If I run it with 0.15.15, after 5 minutes My base is so overrun with biters that...
- Sat Dec 24, 2016 3:27 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 65020
Re: Friday Facts #169 - Combat revisit 2
I really like the wave mode, but I really think that "Add waves" should be an option for the normal freeplay mode, and not a special mode. Because one problem I have with the current game is: There really is no way to lose. I can use 8 hours to build my rocket. Or I can use 20. It does not...
- Sat Dec 24, 2016 3:16 pm
- Forum: News
- Topic: Friday Facts #169 - Combat revisit 2
- Replies: 157
- Views: 65020
Re: Friday Facts #169 - Combat revisit 2
Is turrent creep really the best way for people to clear bases early?
When I play, as soon as I get oil, I build a flame thrower and a heavy armor and then I clear bases much faster then I can with turrets. just one fast blast with the flame thrower, and then each spawner dies.
When I play, as soon as I get oil, I build a flame thrower and a heavy armor and then I clear bases much faster then I can with turrets. just one fast blast with the flame thrower, and then each spawner dies.
- Mon Nov 28, 2016 2:36 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 429634
Re: [MOD 0.12.x | 0.14.x] Natural Evolution - All things Alien!
Is it me, or is this mod impossible to play with a minimal starting area and default starting resources? Because with these settings I get no oil without clearing bases, and there is no way to clear any bases as long as they got 3000 hp each, and I don't have any oil to flame thrower/explosives. How...
- Sat Nov 19, 2016 5:15 pm
- Forum: Not a bug
- Topic: Bitters don't attack unless provoked
- Replies: 4
- Views: 2173
Re: Bitters don't attack unless provoked
I made a video which shows the issue. It is available at https://www.youtube.com/watch?v=VBz2-CQn7o4&feature=youtu.be Notice: The Bitter base which my cursor is moving around is not sending any attack waves. Even when covered in lots of pollution. But as soon as I visit it, and then run away and...
- Sat Nov 19, 2016 4:47 pm
- Forum: Not a bug
- Topic: Bitters don't attack unless provoked
- Replies: 4
- Views: 2173
Re: Bitters don't attack unless provoked
Biters don't attack non-stop when they have pollution over them. There's a threshold before an attack is sent and a cooldown so they're not constantly attacking. I know, but they should send a lot of bitters to join attack waves if they are covered in the maximum pollution they can absorb. But they...
- Sat Nov 19, 2016 12:41 am
- Forum: Not a bug
- Topic: Bitters don't attack unless provoked
- Replies: 4
- Views: 2173
Bitters don't attack unless provoked
I am having the problem that bitters bases behave different if I kill all the Bitters at a base. Look at the attached game. There is a bitter base to the left of my avatar. It is peaceful. It don't send any bitters to join any attack wave. it is just there doing nothing. Now If i go left, towards th...
- Fri Nov 18, 2016 10:28 pm
- Forum: General discussion
- Topic: How aggresive are bites supposed to be?
- Replies: 11
- Views: 3932
Re: How aggresive are bites supposed to be?
Nope. The correct quote is "If they can smell you, they should be coming". But they don't and I am trying to find out whyAcolyteOfRocket wrote:How much is not relevant - if they can smell you, they are coming
- Fri Nov 18, 2016 9:13 pm
- Forum: General discussion
- Topic: How aggresive are bites supposed to be?
- Replies: 11
- Views: 3932
Re: How aggresive are bites supposed to be?
Is there anyway to see how much pollution a specific bitter base have absorbed?Koub wrote:This is how waves are supposed to be sent when pollution reaches alien bases.
This is when you're not playing peaceful, obviously, but I assume you're not, as you've already been attacked.
- Fri Nov 18, 2016 12:40 pm
- Forum: General discussion
- Topic: How aggresive are bites supposed to be?
- Replies: 11
- Views: 3932
Re: How aggresive are bites supposed to be?
This is how waves are supposed to be sent when pollution reaches alien bases. This is when you're not playing peaceful, obviously, but I assume you're not, as you've already been attacked. Thats what I thought, but I have newer in all the time I have played the game seen an attack wave except when ...
- Fri Nov 18, 2016 12:22 pm
- Forum: General discussion
- Topic: How aggresive are bites supposed to be?
- Replies: 11
- Views: 3932
Re: How aggresive are bites supposed to be?
You can find here the information about biters, and when they are likely to change according to evolution factor. Biters attack only when pollution cloud reaches them. If their bases are never touched by your pollution cloud, you'll never get attacks. But they also colonize regularly - albeit slowl...
- Fri Nov 18, 2016 3:00 am
- Forum: General discussion
- Topic: How aggresive are bites supposed to be?
- Replies: 11
- Views: 3932
How aggresive are bites supposed to be?
How aggresive are bites supposed to be if you newer visit their base? Are there any documentation for which evolution level/pollution level I should reach, before the biters start sending attack waves? Because right now, each base only send out an initial small group(less then 10 biters) and then no...