Search found 190 matches
- Tue May 17, 2016 12:57 am
- Forum: Mods
- Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
- Replies: 848
- Views: 321709
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2
Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping.... If you could send me a save with your mods I could look. That' be very helpful. I've never had it h...
- Sun May 15, 2016 9:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
I did a brief search and couldn't find anything, if it has been answered I apologize. I am using Angels Processing, Ores as well as Refining, using BobsMods and RSO (For the patches of resources with some infinite in them.) The big issue I am having is, A LOT of the time I don't have any Saphirite,...
- Tue May 10, 2016 12:52 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
Yuoki did not balance the mod around vanilla or to be a good addition to other mods, it is more like what he missed and wanted to have in the game and what he did with power generation and the other parts is pretty cool, but it has and is intended to have another feel than the base game. For my per...
- Tue May 10, 2016 12:04 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
The mod is not designed to be used with Yuoki, it only generates its resources if you have it installed. But, if you are missing a wood process then you should like Yuoki, becaue it has such a process. Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and plasma ...
- Mon May 09, 2016 8:40 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
The mod is not designed to be used with Yuoki, it only generates its resources if you have it installed. But, if you are missing a wood process then you should like Yuoki, becaue it has such a process. Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and plasma ...
- Mon May 09, 2016 8:23 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
I'd say they should be the same, you can replace Bob's graphic with your own for the coloring aspect of it if you want. The point is more that I want to use the powders later on for sinter processes, so they might change to have some "cleaning" processes between the ore and the powder. Bu...
- Mon May 09, 2016 8:17 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
- Replies: 848
- Views: 321709
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. Is ...
- Sun May 08, 2016 10:17 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
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...
- Sun May 08, 2016 9:55 pm
- Forum: Mods
- Topic: [MOD 0.18.x] Natural Evolution - All things Alien!
- Replies: 848
- Views: 321709
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.
- Sun May 08, 2016 8:59 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
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...
- Sun May 08, 2016 8:38 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
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". ^.^
- 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: 104799
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...
- Sun May 08, 2016 12:11 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
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...
- Sat May 07, 2016 10:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
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 ...
- 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: 104799
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
No graphics yet for the dark blue science intermediates just to make sure?UberWaffe wrote:@OvermindDL1:
Good to hear!
I'd appreciate feedback at whatever point it is available.
- Sat May 07, 2016 5:21 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3741
- Views: 954079
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...
- Fri May 06, 2016 9:17 pm
- Forum: News
- Topic: Friday Facts #137 - The release scarecrow
- Replies: 197
- Views: 50609
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...
- Fri May 06, 2016 3:11 am
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 255486
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...
- Fri May 06, 2016 3:07 am
- Forum: Mods
- Topic: [MOD 0.15|0.14] Foreman - Blueprint Manager 2.0.1
- Replies: 186
- Views: 95378
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...
- Fri May 06, 2016 2:11 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3708
- Views: 736495
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...