Search found 159 matches
- 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.
- 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
weird. I load them just fine
- 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...
- 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.
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.
- 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.
- 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?
- 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...
- 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 ...
- 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...
- 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
Cheers
- 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.
- 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.
Angels, Bobs, Yuoki, AAI, etc.
- 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.
- 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
The Entire Factorio Player Base: "Yeah, you know, that would be great!"
-2 cents
- 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...
- 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
well done
- 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
Cheers
- 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...
- 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 ...