Search found 113 matches
- Thu Apr 18, 2019 5:13 am
- Forum: Angels Mods
- Topic: Ferrous/Cupric Crystal Chain - Pointless?
- Replies: 4
- Views: 3772
Re: Ferrous/Cupric Crystal Chain - Pointless?
While the concept is fantastic, i do think the balance of the output is a little on the nose... there is not enough iron in the later stages to make the process balanced towards making steel, iron or alloys in a nice clean process. If the chrome output matched the ratio for that particular steel rec...
- Thu Apr 11, 2019 12:46 pm
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 131
- Views: 78371
Re: [MOD 0.16 / 0.17] Loader Redux 1.4.8
Hi optera, love the mod, and most of your creations in general... just getting a few inconsistencies with mods (in general, not just yours...), then again, im still new to the 0.17 experience... just thought i would mention that with the bobs logistics overhaul checked, the loaders are reverting to ...
- Sun Apr 07, 2019 11:37 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42295
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
Indeed, i will look at fixing that (voiding the fluid) in the next patch. Ill also look at adding some alternative options (to allow a higher train vs thermal ratio) balance... the extra plutonium is not really that big of an issue to deal with, as either product, or requirement. Either way, unless ...
- Thu Apr 04, 2019 12:59 pm
- Forum: Angels Mods
- Topic: Chemical inconsistency in recipes
- Replies: 4
- Views: 2378
Re: Chemical inconsistency in recipes
if you want to get pedantic about things like that, just be thankful that the ferric chloride and sodium hypochloride recipes are not as nasty as their RL counterparts... I helped design a full blown chlor-alkali plant (produces, HCl, NaOH, NaOCl, Fe(III)Cl3 and H2 gas, along with impurities...) onl...
- Thu Apr 04, 2019 12:35 pm
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 58474
Re: [0.15.x] Petrochem Plus
Hi, a few things... love the mod, could you have the glass sinc as defaulted on, really makes the rest of the mod shine :D I love the new plastic recipes (especially the symbiotic relationship between PMMA and the bakelite (angels T3) recipe), but can you please allow productivity in the appropriate...
- Thu Apr 04, 2019 12:13 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42295
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
I was actually thinking about the balance today... with the option to void the excess radioactive waste, it does leave the fuels to have some (but clearly not enough) flexibility, the "use all the products" path was the one i based the rebalance on a few versions ago, what i didn't know at...
- Mon Apr 01, 2019 7:39 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42295
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
try the new one (you may need to delete the old one, i didn't change the version number... sorry)
- Mon Apr 01, 2019 6:39 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42295
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
hopefully fixed, let me know if you find more issues.
- Mon Apr 01, 2019 4:56 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42295
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
ill get on the change this week, im still on 0.16 for now. I will change it to 5 cells and scale the output by 5, but decrease the thorium to be net negative (possibly 15, not 30) on the point of the radioactive waste... my numbers are not giving a surplus from what is needed for the fuels, im takin...
- Sat Mar 30, 2019 12:44 pm
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42295
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
Please tell me if this was the wrong thread to post this in. The advanced thorium nuclear fuel reprocessing only takes 1 used cell as opposed to 5 in all the other reprocessing recipes, and this seems to lead to a chain of infinitely producing thorium. 19 thorium -> 10 cells -> 30 thorium (3 thoriu...
- Sun Mar 03, 2019 1:59 am
- Forum: Angels Mods
- Topic: How to adapt to the fuel changes?
- Replies: 9
- Views: 4307
Re: How to adapt to the fuel changes?
Burning twice the amount of coal is preferable to requiring twice the amount for recipes. The burner phase may consume more coal, but it won't punish late game recipes and production where fuel values are irrelevant and quantity is more significant. My vote is option two. 100%... and yes it does ca...
- Tue Nov 27, 2018 6:52 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 320512
Re: Foreman 0.1.9 - A factory optimisation tool.
Please do salbris... while this may be overkill for most things, it is the closest thing to an out-of game factory planner we have for modded games, i have seen soo much potential in this app for a while now, and it just keeps falling behind
- Sat Nov 17, 2018 10:04 am
- Forum: Angels Mods
- Topic: [0.16.x] Extended Angels
- Replies: 4
- Views: 4325
Re: [0.16.x] Extended Angels
the mod has been fixed by dropping the fluid count
- Sun Jun 10, 2018 7:20 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1386885
Re: Development and Discussion
This subforum is unnaturally quiet compared to a while ago when there were a dozen posts a day. Feels odd. Anyhow, has anyone ever created a script for Angel's crawler vehicle and trains to accept Bob's vehicle equipment? They're far inferior to Bob's vehicles without them. I know the fix someone m...
- Sat Jun 09, 2018 12:57 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325945
Re: [0.16.x] Bob's Mods: General Discussion
Out of curiosity... any plans on making the overdrive components (Vehicle overdrive motor, and Vehicle overdrive engine) to increase max speed, or is acceleration enough. I have had a look at the API (thinking of getting into modding, mainly compat fixes and balancing to start with) and noticed the ...
- Tue Apr 17, 2018 3:07 am
- Forum: Angels Mods
- Topic: bug, advanced desert tree cultivation
- Replies: 3
- Views: 2220
Re: bug, advanced desert tree cultivation
that is not what i am seeing... the bio-resin/bio-plastic is doubled with the advanced. I also don't recommend those recipes, they are far from comparable to the plastic recipes further down the page. as for the resin, using the old 5 wood- 1 resin that bobs gives is superior in every way to the bio...
- Tue Apr 17, 2018 3:01 am
- Forum: Angels Mods
- Topic: no other way to get propionic acid ?
- Replies: 5
- Views: 1967
Re: no other way to get propionic acid ?
while the catalysts are not cheap (when you first get access to them...) they are pretty skimpy on material use 1 ore per 10 cats... the trade-off for the bio-plastics is area and power. I do use both the T1 and T2 method, and the tree farm one to get started, its not a bad supplement. On another no...
- Tue Mar 27, 2018 2:00 pm
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 131
- Views: 78371
Re: [MOD 0.16] Loader Redux 1.2.1
Its not a mod update, but i do have a code snippet which may help... in the prototype/recipe.lua file... replace the red and blue loader code with local redLoader = data.raw.recipe["fast-loader"] redLoader.energy_required = 5 if data.raw.item["brass-gear-wheel"] then redLoader.in...
- Sat Mar 24, 2018 2:42 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88372
Re: [MOD 0.16] MadClown01's Processing
this may sound nasty but... ill just leave this here... Chloride (18 980 parts per million (ppm)) Sodium (10 561 ppm) Magnesium (1 272 ppm) Sulphur (884 ppm) Calcium (400 ppm) Potassium (380 ppm) Bromine (65 ppm) Inorganic Carbon (28 ppm) Strontium (13 ppm) Boron (4.6 ppm) Silicon (4 ppm) Organic ca...
- Sat Mar 24, 2018 1:09 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325945
Re: [0.16.x] Bob's Mods: General Discussion
a simple alternative (and please yell at me if this sounds stupid, i may not have read all of the discussion, but i did skim a few points that sounded interesting)... Possibly replace the Tin with copper (or stone) for the T1 belt recipe, everyone screams for a copper sinc early in the play-through ...