Furnaces with recipe selection and more than 1 input items are a great decision. This was my biggest concern :)
Regarding your plans. I must agree, that this complexity and crafting times on the first stage of the game is an obstacle, which is really tough in a game about automation. And once you ...
Search found 1683 matches
- Mon Aug 21, 2017 8:50 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
- Mon Aug 21, 2017 7:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2141792
Re: Bugs & FAQ
Problem is, when I load my current save, the iron,stone and copper infinite ore patches are being removed (the coal infinite patches stay, tho). The only difference being the toggle on/off of angel's refining.
Please correct me, if im wrong, I think, its because angel's refining is based on the ...
- Mon Aug 21, 2017 4:13 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
I don't think its possible to solve everything so, that everyone will like it.
So I would propose, that you do it, how you wanted it to do and whats feels right for you. Some people will like it and some will dislike it, but in the end, everybody knows, if he/she wants to mess with it or not. And I ...
So I would propose, that you do it, how you wanted it to do and whats feels right for you. Some people will like it and some will dislike it, but in the end, everybody knows, if he/she wants to mess with it or not. And I ...
- Sun Aug 20, 2017 9:05 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
I tested a bit with the new version.
I started another time from beginning, because I added RSO. I dont know, if the current config is ok, but the generated map looked good to me.
For me, it feels another step smoother. The science costs are reduced. The handcrafting of f.e. belts is faster. I'm 1,5 ...
I started another time from beginning, because I added RSO. I dont know, if the current config is ok, but the generated map looked good to me.
For me, it feels another step smoother. The science costs are reduced. The handcrafting of f.e. belts is faster. I'm 1,5 ...
- Sun Aug 20, 2017 5:59 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
I fear, that I'm not the most representative type of player.
Regarding upload problems on the mod platform (which seems to be really problematic sometimes)
The mod is really big due to the graphics. Maybe it can be splitted, because I would assume, that the graphics don't change very often.
I dont ...
Regarding upload problems on the mod platform (which seems to be really problematic sometimes)
The mod is really big due to the graphics. Maybe it can be splitted, because I would assume, that the graphics don't change very often.
I dont ...
- Sun Aug 20, 2017 4:52 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
Science multiplier is not a mod - it's a setting on new map dialog in advanced options :D
And having some crude burning assembly machine would be really good to make science packs early on.
For me the belts are the biggest problem. Their cost prevents you from doing early automation by getting ...
And having some crude burning assembly machine would be really good to make science packs early on.
For me the belts are the biggest problem. Their cost prevents you from doing early automation by getting ...
- Sun Aug 20, 2017 12:29 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
Starting Guide -
I added a section to the OP, for a sort of guide that I wrote for the startup. It's not *super* extensive, but it is basically solid hints on how to do stuff early on, with a few of my overall design principles. I styled it as a story for fun :P , let me know if that makes things ...
I added a section to the OP, for a sort of guide that I wrote for the startup. It's not *super* extensive, but it is basically solid hints on how to do stuff early on, with a few of my overall design principles. I styled it as a story for fun :P , let me know if that makes things ...
- Sun Aug 20, 2017 9:56 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
New RSO released with new resource config for this mod.
Thanks a lot. I'm looking forward to try it.
One word of warning - this mod is extremely unfriendly towards research multiplier. Main reasons are:
1. Tons of research needed before you can automate production of science packs.
2 ...
- Sat Aug 19, 2017 8:59 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2306830
Re: Development and Discussion
Removing that resin change gave a lot of breathing room back, allowing you to hunt trees occasionally rather than becoming a full time lumberjack just to make some progress.
In the meantime:
The problem disappears, if you use the greenhouse. But is a matter of taste to use it. I even didn't ...
- Fri Aug 18, 2017 10:58 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
I like this about learning new fuel and belt ratios, especially how smelting fuel in vanilla feels like kind of an afterthought. This is close to the feel I am going for in the early game, shit tier is inefficient, and worse, labor-intensive. And the entire mod is a learning experience for players ...
- Fri Aug 18, 2017 5:51 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
jodokus31 - electric inserters are a hell of a lot of work to get to. A lot more research and considerable amount of resources, at the point you need to automate coke production they are very far away.
Thats true. You need to research electricity, craft steam engines and power poles. And ...
- Fri Aug 18, 2017 5:29 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
First, take your time. Rather have a contemplated fix than a fast, which breaks other things.
If the smelting with base furnaces gets too problematic, you could go with something like bobs metal mixing furnace (dont how difficult it is to add new entities), with explicit recipe selection:
f.e.
tin ...
If the smelting with base furnaces gets too problematic, you could go with something like bobs metal mixing furnace (dont how difficult it is to add new entities), with explicit recipe selection:
f.e.
tin ...
- Fri Aug 18, 2017 8:17 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2306830
Re: Development and Discussion
Ok, I see you point, why you want the molten metals being barreled. I think, its up to Angel to decide. (Or you find a mod which allows it)
For myself, I dont think, I will need it. But I'm not doing the wire smelting atm (mainly because I want to proceed elsewhere)
But I also see the need to ...
For myself, I dont think, I will need it. But I'm not doing the wire smelting atm (mainly because I want to proceed elsewhere)
But I also see the need to ...
- Thu Aug 17, 2017 10:57 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2141792
Re: Bugs & FAQ
Sorry for the wrong assumption, but I knew, that I managed to change the options in the past. Just didnt exactly know how anymore. Thanks for the correction
- Thu Aug 17, 2017 9:00 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
Whoops, I think this is an oversight on my part. Forgot (again) how the base furnace recipes can only make one type of output from a given input. I don't like how limited they are, you can't use multiple ingredients or outputs, and you need a dedicated input item for each output. I have a steel ...
- Thu Aug 17, 2017 7:10 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
Thank you very much for the update
I must agree, it is much better now. I also started again and now after 1:45 i have 10 miners and currently researching the machine tool. :) I also think, that the automation of immediate products are far more important.
coke from coal make sense, if you dont want ...
I must agree, it is much better now. I also started again and now after 1:45 i have 10 miners and currently researching the machine tool. :) I also think, that the automation of immediate products are far more important.
coke from coal make sense, if you dont want ...
- Thu Aug 17, 2017 8:44 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3922
- Views: 2141792
Re: Bugs & FAQ
Is there any way to turn off the auto-barreling option in a running save (with a console command, perhaps), so that I can just use a standard barreling setup with assemblers? From an older post, I saw that the inserter bugs with the barreling pump are not currently fixable, so I'd rather just turn ...
- Thu Aug 17, 2017 8:41 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3804
- Views: 2306830
Re: Development and Discussion
... his method is, in fact, the only way to obtain many of the materials. you used to be able to get brass through the metal mixer. now you must use metallurgy. ...
Do you use the "3rdparty" "Angel's Smelting Patch", which says: "Make Angel's smelting recipes the best way by disabling direct ...
- Wed Aug 16, 2017 10:28 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
Overall, I would estimate the new build to be 3-4 times faster than the old one, and iron axe burning to drop from over 200 to under 40. My numbers and patterns are also a bit off because I get rid of the starting items first thing, for a bit more realism. Although I have a better solution to the ...
- Wed Aug 16, 2017 5:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 471870
Re: [MOD 0.15+] Xander Mod v1.0.0
I also played a bit more and developed the following play style:
- Use the miner for coal into a box, for fuel
- Craft a bunch of iron axes and mine mainly clay, wood and iron by hand and scale iron a bit. It seems, that you can feed 2 clay furnaces by manual mining. and have some more furnaces for ...
- Use the miner for coal into a box, for fuel
- Craft a bunch of iron axes and mine mainly clay, wood and iron by hand and scale iron a bit. It seems, that you can feed 2 clay furnaces by manual mining. and have some more furnaces for ...