Search found 159 matches

by npuldon
Mon May 15, 2017 4:02 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215748

Re: Bugs & FAQ

eh, it just that glass is redundant with silicon plate. whatever he thinks is best.
by npuldon
Mon May 15, 2017 3:16 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215748

Re: Bugs & FAQ

[quote="CMH"]Trying to make my mod compatible with yours, but it seems like I can't load only petrochem (and dependencies) and bob's.

weird. I load them just fine
by npuldon
Mon May 15, 2017 1:48 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215748

Re: Bugs & FAQ

@archangel666 I noticed that there are recipes that require glass for bobs mod items and other mods that interact with bobs mods also need glass. However, angel's mod only makes silicon plates which are really the same thing but can't be used in place of glass. Is there a way of making glass while u...
by npuldon
Mon May 15, 2017 1:42 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351423

Re: [0.15.x] Bob's Mods: General Discussion

@bobbingabout

I'm kind of confused why advanced electronics 3 research doesn't require high tech science packs. You get high tech science packs from advanced electronics 2 but you only need production science packs for advanced electronics 3. seems weird.
by npuldon
Fri May 12, 2017 6:21 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52728

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

@Coppermine Just give CMH the small mod you made to overwrite the nitric acid in angels and he can incorporate those lines of code into his mod. problem solved.
by npuldon
Thu May 11, 2017 9:22 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52728

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

any estimates on when the end game mod might come out? this month? next month?
by npuldon
Wed May 10, 2017 3:20 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1385075

Re: Development and Discussion

ArchAngel, How do I revert the size of the icons that appears on your warehouses to show the content(from the map view) to scale to the size of the warehouse like they were in V0.14 (4 icons max per warehouse). In V0.15 they are VERY small and hard to see easily from the map mode. Can this be done e...
by npuldon
Fri May 05, 2017 4:27 am
Forum: Ideas and Suggestions
Topic: Icon size on detailed mode shown on assemblers
Replies: 1
Views: 862

Icon size on detailed mode shown on assemblers

How I do change the icon sizes on warehouses and assembly machine back to pre V0.15 sizes? The icons are so small now and I can't easy distinguish what are inside the warehouses when zoomed out in the map mode like I could easily pre V0.15. If this is not currently configurable then I would suggest ...
by npuldon
Thu May 04, 2017 10:04 pm
Forum: Modding help
Topic: Change icon size in detailed mode for assembly machine
Replies: 2
Views: 964

Change icon size in detailed mode for assembly machine

Hi there, I would like to change the icon size displayed on assembly machines and warehouses to their pre- V0.15 size (big , not tiny like they are now). Can I do that without a mod or does that need to be modded? If it needs to be modded, does anyone know the code that would make this happen?(my ex...
by npuldon
Wed May 03, 2017 7:28 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215748

Re: Bugs & FAQ

Jivolite textures looks to be the same as uranium (different color of course). All the other angel's ores seem to be reflect the new textures aside from jivolite. Not sure if this is on purpose or if has something to do with the RSO mod and not your mod.

Cheers
by npuldon
Wed Apr 19, 2017 4:02 pm
Forum: General discussion
Topic: 0.15 pre-release to major mod makers!
Replies: 11
Views: 4791

Re: 0.15 pre-release to major mod makers!

Yes, but I would deem such bugs quite minor by this point. Bugs are found very quickly in this game and fixed very quickly thanks to the great dev team.
by npuldon
Wed Apr 19, 2017 3:39 pm
Forum: Wiki Talk
Topic: Wiki for modded content
Replies: 14
Views: 7885

Wiki for modded content

Any plans to added wiki pages for major modded content?

Angels, Bobs, Yuoki, AAI, etc.
by npuldon
Wed Apr 19, 2017 3:20 pm
Forum: Implemented in 2.0
Topic: Tunnel or bridges for trains
Replies: 113
Views: 44238

Tunnel or bridges for trains

Underground rail would be a new thing to add to the game. At least for regular straight track so that tracks can cross other rails, belts, and buildings with ease.
by npuldon
Wed Apr 19, 2017 3:13 pm
Forum: General discussion
Topic: 0.15 pre-release to major mod makers!
Replies: 11
Views: 4791

0.15 pre-release to major mod makers!

Some guy: "Hey! Wouldn't it be AWESOME if the devs pre-released 0.15(at least as it is now, pre-launch) to the major mod makers (Angels, Bobs, Yuoki, AAI) so they can prep their updates ahead of time...

The Entire Factorio Player Base: "Yeah, you know, that would be great!"



-2 cents
by npuldon
Sat Feb 25, 2017 4:11 pm
Forum: Modding help
Topic: Science cost config question
Replies: 1
Views: 674

Science cost config question

Good morning, Does anyone know of a mod that affects the global cost of HOW MANY science packs are needed per tech(by a simple integer factor is fine)? I use the Research Revolution mod (0.15 tech) but I can only seem to figure out how to increase the amount ingredients per pack (not the amount of p...
by npuldon
Wed Feb 15, 2017 3:57 am
Forum: Medium/Big/Gigantic Sized Structures
Topic: A compact base v2
Replies: 15
Views: 13522

Re: A compact base v2

beautiful.

well done
by npuldon
Wed Jan 18, 2017 3:11 am
Forum: Modding help
Topic: quick question with control.lua
Replies: 2
Views: 1044

Re: quick question with control.lua

Thank you kindly! that worked great. I was place the code one line to high up in the file.

Cheers
by npuldon
Wed Jan 18, 2017 2:43 am
Forum: Modding help
Topic: quick question with control.lua
Replies: 2
Views: 1044

quick question with control.lua

Hello all! I have a quick question on setting up a control.lua file. I'd like to enable several specific techs from the start of the game. What is the syntax for in a control.lua file so I do not need to use in-game /c scripts for each tech/game? Example techs (from console commands wiki): /c game.p...
by npuldon
Thu Dec 08, 2016 8:40 am
Forum: Resource Spawner Overhaul
Topic: Setting water frequency and size with RSO
Replies: 1
Views: 1707

Setting water frequency and size with RSO

Hello, I was wondering if anyone could provide me with the code I could use in the config.lua file of the RSO mod to allow me to use my own water settings like I do in vanilla. I can modify sufficiently the other resources via the config.lua file with the scaling factors provided in the source code ...

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