Search found 192 matches

by OvermindDL1
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 ...
by OvermindDL1
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[&...
by OvermindDL1
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 ...
by OvermindDL1
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 ...
by OvermindDL1
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

Arch666Angel wrote:@OvermindDL1
That one is already fixed for the next version, was a mistake in the tie in for the uranium ore :D
Cool, looking forward!
by OvermindDL1
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...
by OvermindDL1
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. ^.^
Image
Rubyte Chunk Sorting somehow takes Jivolyte Chunks as the input? ;-)
by OvermindDL1
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? ^.^
by OvermindDL1
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...
by OvermindDL1
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?
by OvermindDL1
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...
by OvermindDL1
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...
by OvermindDL1
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.
by OvermindDL1
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...
by OvermindDL1
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...
by OvermindDL1
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 ...
by OvermindDL1
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...
by OvermindDL1
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
by OvermindDL1
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

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.
Awesome, thanks.
by OvermindDL1
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.

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