Search found 183 matches

by OvermindDL1
Sun May 08, 2016 10:17 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

Just noticed, this mod adds a "Tungsten Powder" when Bobs Mods already has a "Powdered Tungsten". ^.^ Yeah I noticed that in my current game too, already changed all the powders item names to be angels-powdered-blabla, so that they are individual entities. Will dig in later to t...
by OvermindDL1
Sun May 08, 2016 9:55 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 286927

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Latest version has a bug where it tries to do 'something' with a player while a player is dead. Did not capture the error message (sorry... >.>), but it had an invalid attempt accessing variable 'character' at the very least, while a player was dead. Probably missing an isvalid check somewhere.
by OvermindDL1
Sun May 08, 2016 8:59 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

The Floatation Cell physics box is a bit large and extends past the graphical area, I.E., cannot fit between the corners of a floatation cell like we can most buildings unless a pipe is blocking, which it is not in this case. EDIT0: Especially 'above' it, where it seems it has a bit of walking place...
by OvermindDL1
Sun May 08, 2016 8:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

Just noticed, this mod adds a "Tungsten Powder" when Bobs Mods already has a "Powdered Tungsten". ^.^
by OvermindDL1
Sun May 08, 2016 7:05 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 95004

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Nope, sorry. Real life is currently slowing progress on the graphics quite severely. All good, just making sure I did not grab the git module wrong and you were using LFS for files or something. :-) Just wanted to say that the name and description for the new science packs are enjoyable to read and...
by OvermindDL1
Sun May 08, 2016 12:11 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

You are right, with the crusher speed. The ratio is 1 crusher to 4 floatation. The crusher should be twice as fast as the floatation at the corresponding level. So 1.5, 2, 3 for the crusher, 0.75, 1, 1.5 for the floatation. The refinery is already pretty late game, it should be 2 leaching plants to...
by OvermindDL1
Sat May 07, 2016 10:24 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

FoundABug: Ore Crusher Mk1 Crafting Speed 1.5 Ore Crusher Mk2 Crafting Speed 3 Ore Crusher Mk3 Crafting Speed 3 And the energy cost increases with each. The Mk1's of the Sorting and Filtration and everything else is 0.75, which is half of 1.5, so it seems the Ore Crusher Mk1 and Mk2 are a tier too ...
by OvermindDL1
Sat May 07, 2016 8:44 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 95004

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

UberWaffe wrote:@OvermindDL1:
Good to hear!
I'd appreciate feedback at whatever point it is available. ;)
No graphics yet for the dark blue science intermediates just to make sure?
by OvermindDL1
Sat May 07, 2016 5:21 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

FoundABug: Ore Crusher Mk1 Crafting Speed 1.5 Ore Crusher Mk2 Crafting Speed 3 Ore Crusher Mk3 Crafting Speed 3 And the energy cost increases with each. The Mk1's of the Sorting and Filtration and everything else is 0.75, which is half of 1.5, so it seems the Ore Crusher Mk1 and Mk2 are a tier too h...
by OvermindDL1
Fri May 06, 2016 9:17 pm
Forum: News
Topic: Friday Facts #137 - The release scarecrow
Replies: 197
Views: 44057

Re: Friday Facts #137 - The release scarecrow

Sooo, on the image that was posted by a dev earlier of the rapid inserters unloading a train (https://gfycat.com/OddTotalDegu), has anyone else noticed the new buttons in the lower-right? But yes, I like the changes, though 'Rapid' should probably be another name, like 'Bulk' or so, and we need a lo...
by OvermindDL1
Fri May 06, 2016 3:11 am
Forum: Cheatsheets / Calculators / Viewers
Topic: Foreman 0.1.9 - A factory optimisation tool.
Replies: 349
Views: 233765

Re: Foreman 0.1.9 - A factory optimisation tool.

Error on run: System.ArgumentNullException: Value cannot be null. Parameter name: path1 at System.IO.Path.Combine (System.String path1, System.String path2) <0x7f49f1562610 + 0x00231> in <filename unknown>:0 at Foreman.MainForm.Form1_Load (System.Object sender, System.EventArgs e) <0x403c9000 + 0x00...
by OvermindDL1
Fri May 06, 2016 3:07 am
Forum: Mods
Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
Replies: 186
Views: 87110

Re: [MOD 0.12.11] Foreman - Blueprint Manager 0.1.2

I was wondering, how hard would it be to add folders/subfolders to Foreman? So I can have a massive list of red belt-related stuff in a big red-belt folder inside a belts folder, a bunch of rail stuff in a folder, etc.. Interesting idea. How about the ability to add (multiple) tags to a blueprint a...
by OvermindDL1
Fri May 06, 2016 2:11 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3607
Views: 573220

Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8

Would you consider adding minimum/normal ore settings to config file? I just realized that 20% ore field is not really worth keeping. Maybe 50% would be - not sure about that. Even higher mark miners from bob's mining won't help here with 20% one. Sure if I can figure out how to code that, its easy...
by OvermindDL1
Fri May 06, 2016 2:09 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

Feel free when you need :) Id like to see them and help you to adapt that to the game. Well, naphtha is a common name for a very large range of petrochemicals that´s why they can be cracked into several chemicals. The thermal cracking we invented here using your thermal water creates basically Petc...
by OvermindDL1
Thu May 05, 2016 5:30 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 95004

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Starting a single player game with the latest github `master` so I can test, unsure how long it will take to get to dark blue, my single player games are one step past hell difficulty (you have no idea how valuable bob's `green` modules become, keeping evolution down is beyond paramount, not just th...
by OvermindDL1
Wed May 04, 2016 11:55 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

snip... Thanks I'll try this out tonight! If you want a truly hard pack, feel free to grab the pack that my server runs. 2-3 people on it, we tend to 'complete' a game every few weeks. This mod, lots of biter death, bobs mods, science overhaul, etc... http://files.minecraftforge.net/OvermindDL1/Fac...
by OvermindDL1
Wed May 04, 2016 1:16 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

/me is tempted to add a corn-like crop to their mod to add a renewable-but-slow fuel source... @OvermindDL1 Don't forget that they will remove this "feature" probably with 0.13, so yes its a nice setup especially for my mod but I'm not sure if it is too much of a hassle to rush for the sma...
by OvermindDL1
Tue May 03, 2016 7:01 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

HUmmm where we will get platinum and chrome? New ores? I have some study into chemistry and i tried to adapt it to factorio fantasy: - I love the chemical diagram, i also could add some suggestions. In factorio, we have a LOT (i mean.. LOTS) of hydrogen that sometimes we need to get ride of it. May...
by OvermindDL1
Sun May 01, 2016 3:07 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3725
Views: 798532

Re: [MOD 0.12.x][Base] Angels Refining and Angels Processing

That will be changed for the next, I just wanted to get the next thing out :) I will try to colour them according to the icons, so mineralized greyish, sulphur water yellowish, etc. I'm doing a test play myself at the moment, to see how the changes feel :) Is your apprentice already vomiting from r...
by OvermindDL1
Fri Apr 29, 2016 7:49 pm
Forum: Mods
Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
Replies: 848
Views: 286927

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.0

Losing battle.... My experience is practically same as you, although my biter settings are set to maximum in all three options with spawns a bit increased. The game is practically almost unwinnable using Bob's Mods + RSO + Swarm. I had been in your situation and had to reduce evolution factor to ze...

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