Search found 192 matches
- Tue Apr 26, 2016 11:01 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383843
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
@OvermindDL1 Are you playing with science cost tweaker? Definitely yes, server play without it is *far* too fast. The settings are tweaked for a marathon-type long gameplay. We cycle through new server maps with everything gotten and beaten after about 4-5 days of gameplay, which among all players ...
- Tue Apr 26, 2016 10:51 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383843
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Found bug in your migration file! game.reload_script() for index, force in pairs(game.forces) do force.reset_recipes() force.reset_technologies() end if force.technologies["bio-processing-1"].researched then force.recipes["cellulose-fiber-raw-wood"].enabled = true force.recipes[&...
- Tue Apr 26, 2016 10:41 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133868
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Tomorrow is a public holiday here. I'll try and get it out then. No promises though. Kerbals are highly distracting. Heh, yeah I hear that, sadly KSP broke fonts for me on their last update (fonts have vanished! Wtf...) so its been out for me since their latest update. We should not even have blue ...
- Tue Apr 26, 2016 10:30 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383843
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
@OvermindDL1 Are you playing with science cost tweaker? Definitely yes, server play without it is *far* too fast. The settings are tweaked for a marathon-type long gameplay. We cycle through new server maps with everything gotten and beaten after about 4-5 days of gameplay, which among all players ...
- Tue Apr 26, 2016 9:30 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383843
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
Cool, looking forward!Arch666Angel wrote:@OvermindDL1
That one is already fixed for the next version, was a mistake in the tie in for the uranium ore
- Tue Apr 26, 2016 8:10 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1214222
Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.6
If we enable in bobs config the option for "bobmods.config.ores.GemsFromOtherOres" then will that work here with your infinite ores as well or will they never drop gems, and if so are the normal parts of the fields normal bobs ores so those will be the only source of gems? Have you though...
- Tue Apr 26, 2016 8:07 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383843
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
So... found a bug. ^.^
Rubyte Chunk Sorting somehow takes Jivolyte Chunks as the input?
Rubyte Chunk Sorting somehow takes Jivolyte Chunks as the input?
- Mon Apr 25, 2016 8:21 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133868
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Starting new server now, how goes? ^.^
- Mon Apr 25, 2016 7:24 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1214222
Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.6
If we enable in bobs config the option for "bobmods.config.ores.GemsFromOtherOres" then will that work here with your infinite ores as well or will they never drop gems, and if so are the normal parts of the fields normal bobs ores so those will be the only source of gems? Have you thought...
- Mon Apr 25, 2016 7:01 pm
- Forum: Mods
- Topic: [0.12.22] BigBob 0.1.0 - extra tier of bobs warfare
- Replies: 2
- Views: 6521
Re: [0.12.22] BigBob 0.1.0 - extra tier of bobs warfare
It seems like the exoskeleton energy cost and a few other things is off by a magnitude, as in they are too cheap?
- Thu Apr 21, 2016 11:12 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425959
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10
So, got in the end-game area of a playthrough and the FPS has tanked more than usual, looked in the in-game profiler and "mod-Natural_Evolution_Buildings" is not just the highest in the mod time list but is higher than even the pathfinding calculations in the game itself: http://overmindd...
- Thu Apr 21, 2016 8:02 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425959
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10
So, got in the end-game area of a playthrough and the FPS has tanked more than usual, looked in the in-game profiler and "mod-Natural_Evolution_Buildings" is not just the highest in the mod time list but is higher than even the pathfinding calculations in the game itself: http://overminddl...
- Thu Apr 21, 2016 7:44 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 320291
Re: [MOD 0.12.30] Orbital Ion Cannon 1.0.9
Have you thought about adding research that increases the damage and ups the damage range of the ion cannon strike? Would be some fantastic late game expensive research.
- Thu Apr 21, 2016 7:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133868
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@OvermindDL1: Ooo, awesome, I look forward! Perhaps changing the recipe for his lab, upping the power cost (2.5 - 4MW perhaps?), and maybe removing the module capability of it? ^.^ I've upped the power usage (and removed the x2 speed boost) of the lab Mk2 in the new version. Changes not on github y...
- Tue Apr 19, 2016 4:48 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133868
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@OvermindDL1: I'll take a look to adding an easier config option for it in a future patch. For now, you can adjust it yourself by removing this line: -- Make resin craftable by hand, so that we can use it in science pack crafting. data.raw.recipe["bob-resin-wood"].category = "craftin...
- Sun Apr 17, 2016 5:19 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133868
Re: [0.12.x] Science Cost Tweaker Mod
Slight bug - you can't hide making resin craftable by hand - no ability to craft red science pack then since they need resin. Drat! Missed that entirely. EDIT: Hotfix added. I am curious if you could make this a configurable option? On my server we have a craftable burner assembler that works with ...
- Sun Apr 17, 2016 12:43 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383843
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
I seriously hope you had a save there. :/ Indeed I did. ^.^ Was just testing, but really no way to migrate that? Perhaps I should make it more clear that using refining and angelsinfinite ores doesn't only add ore but replaces everything. New take on the extractor: http://i.imgur.com/1LXBoRE.png Th...
- Sat Apr 16, 2016 6:59 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1383843
Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing
No migration files indeed... ouch... all the ores everywhere vanished... o.O
- Wed Apr 13, 2016 6:51 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425959
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10
Awesome, thanks.TheSAguy wrote:I forgot removing the player flag caused that...
Made it optional in the config now, by default it's turned off, meaning biters will attack, but you can use it in blueprints.
Update on first post.
Will update post later.
- Wed Apr 13, 2016 12:19 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425959
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10
And upon painfully manually placing a lot of rails I also notice that rails do not appear on the map nor are deconstructable or ghostable by/for robots. This is a pretty major breakage/regression.