Somehow, this mod was updated for v0.16 without this thread being replied to.
Irony is, v0.17 just dropped earlier this week and I came here looking to sniff this exact question.
Search found 99 matches
- Thu Feb 28, 2019 11:04 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Meltdown
- Replies: 9
- Views: 5561
- Thu Feb 28, 2019 9:25 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1207688
Re: Bugs & FAQ
I have issue. There is no 0.17 support. ^^ Second. For myself specifically, my issue is with the Warehouses mod in an otherwise vanilla-plus playthrough. I.e., I'd presume that the Warehouses mod is relatively lightweight in modding terms. Also, meta-question: What is the in-game usage scenario for...
- Thu Feb 28, 2019 6:23 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1207688
Re: Bugs & FAQ
I have issue. There is no 0.17 support. ^^ Second. For myself specifically, my issue is with the Warehouses mod in an otherwise vanilla-plus playthrough. I.e., I'd presume that the Warehouses mod is relatively lightweight in modding terms. Also, meta-question: What is the in-game usage scenario for...
- Sun Feb 17, 2019 8:51 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 386900
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Hey there, thanks for this mod. Sheer brilliance allowing for the popup at mapgen asking whether or not you intend to use the cheats for a playthrough -- saves restarting the game after disabling individual mods. Two questions(with subdivided trains of thought for clarification) if anyone can assist...
- Sun Jan 13, 2019 10:49 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 120060
Re: [MOD 0.12.12+] Research queue 1.2.6
Are there any known interactivity issues between this mod and some of the science-overhaul mods that introduce a greater number of science-bottle colors and variants? I'm running a full ABC+ suite of mods, less than 2-3 hours into the save. Included in my modlist is MoreScience by lovely_Santa . My ...
- Sun Dec 23, 2018 10:37 pm
- Forum: Logistic Train Network
- Topic: New User / general inquiry to verify I understand mod behavior
- Replies: 4
- Views: 3013
Re: New User / general inquiry to verify I understand mod behavior
Quite the essay. Let's see if i can pick it apart and answer the questions if i find them. Welp, prior to posting here, I'd just re-read your stickies on unhelpfully brief questions from those who refuse to read documentation. I was merely erring on the side of respectfully verbose, particularly co...
- Sun Dec 23, 2018 8:00 pm
- Forum: Logistic Train Network
- Topic: New User / general inquiry to verify I understand mod behavior
- Replies: 4
- Views: 3013
Re: New User / general inquiry to verify I understand mod behavior
Add-on question: Would LTN play nicely with the Train Coupler mod?
- Sun Dec 23, 2018 7:55 pm
- Forum: Logistic Train Network
- Topic: New User / general inquiry to verify I understand mod behavior
- Replies: 4
- Views: 3013
New User / general inquiry to verify I understand mod behavior
Awesome mod, many thanks for making it! I'm at late-midgame tech on a playthrough with a moderate quantity of QoL mods but nothing that changes gameplay the likes of AngelBob or similar. I've unlocked capacity to embark on both purple and yellow science but have yet to design either's production. I'...
- Sat Dec 22, 2018 6:15 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Specify Thresholds as Stacks
- Replies: 23
- Views: 8249
Re: Feature Request: Specify Thresholds as Stacks
I'm moved to consider that for the OP's issue of providing ores and barrels from the same stop, the solution would be to create parallel stops at the same outpost location, each one keyed to its own resource. (This may or may not perform well when interleaved with separate LTN network IDs, depending...
- Wed Oct 03, 2018 9:19 am
- Forum: Energy Production
- Topic: Building a 1TW nuclear reactor
- Replies: 19
- Views: 45434
Re: Building a 1TW nuclear reactor
Wow. Bravo! Some thoughts, in no particular order: 1) As for framerate, my understanding was that the framerate in this game (due to this specific game's inability to use multicore CPUs) is primarily controlled by UPS, significant here because of the fluid-dynamics calculations inherent in running t...
- Mon Mar 19, 2018 3:21 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1708
Re: Difficulty fixing "removed recipes" error
Mod settings, p2:
- Mon Mar 19, 2018 3:16 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1708
Re: Difficulty fixing "removed recipes" error
Mod settings, p1:
- Mon Mar 19, 2018 3:10 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1708
- Mon Mar 19, 2018 3:10 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1708
Re: Difficulty fixing "removed recipes" error
Edited to post my mods installed, by a series of screen snips:
- Mon Mar 19, 2018 3:07 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1708
Difficulty fixing "removed recipes" error
Howdy folks. So, I made a booboo. Playing v0.16.30. Last week I started a co-op playthrough with a friend on a heavily modded AngelBob setup, including MadClown. Here is a link to my Dropbox that contains access to the savefile itself, an image of the error message I'm getting, and subfolders includ...
- Tue Mar 13, 2018 8:41 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 131230
Re: [MOD 0.16.x] ShinyBob_0.16.x
Hi there! I'm trying to start a very-heavily-modded new AngelBob playthrough on a LAN game with my friend, maybe migrate to a private server later on. I can run the entire suite of Shiny-mods just fine, but on his end, he errors out with ShinyBobGFX and ShinyBob_Graphics. I have no idea why. What in...
- Mon Mar 12, 2018 10:52 pm
- Forum: Mod Packs / Libs / Special Interest
- Topic: Migrated to 0.16.29, then back to 0.16.28, now auto-desync?
- Replies: 0
- Views: 2396
Migrated to 0.16.29, then back to 0.16.28, now auto-desync?
Howdy, folks. Extensive AngelBob modlist. With today's migration to v0.16.29 coinciding with the day my friend and I had already set aside to start a new AngelBob playthrough with heavy emphasis on biter-aggression mods, mods that seem to have worked in v0.16.28 suddenly no longer do. https://www.dr...
- Mon Mar 12, 2018 10:49 pm
- Forum: Multiplayer
- Topic: Multiplayer Forum Info
- Replies: 79
- Views: 136464
Multiplayer Desync right after creating map for first time
Howdy, folks. Extensive AngelBob modlist. With today's migration to v0.16.29 coinciding with the day my friend and I had already set aside to start a new AngelBob playthrough with heavy emphasis on biter-aggression mods, mods that seem to have worked in v0.16.28 suddenly no longer do. https://www.dr...
- Mon Mar 12, 2018 4:02 pm
- Forum: Gameplay Help
- Topic: Thoughts on possible large scale refinery layout?
- Replies: 9
- Views: 6047
Re: Thoughts on possible large scale refinery layout?
My rail based mega base outgrew it's belt based refinery so I made a new larger refinery, which ended up being too small. Made a 3rd one, which is rail based but unsuccessful. Trains are too small and thus need to travel too often and get in each others way at intersections. It works without deadlo...
- Sun Mar 11, 2018 5:10 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3871
- Views: 1207688
Re: Bugs & FAQ
Howdy folks! Loving this mod set. Still on semi-automated red science and handcrafted green science on my first playthrough. It's time for me to think about mining my starter-area patches of rubyte and bobmonium. I know that different infinite ore-types require different acids piped to the miners t...