Search found 228 matches

by evandy
Sat Apr 11, 2020 1:13 pm
Forum: Ideas and Suggestions
Topic: Mux/Demux combinator
Replies: 5
Views: 1349

Re: Mux/Demux combinator

Maybe you should read the description a second time... BTW: There are also mods that transfer signals without wire. No, it definitely isn't quite the same thing. I might be able to use it to achieve the same ends, but I will need to go play with it to confirm. That mod lets you swap between (and la...
by evandy
Fri Apr 10, 2020 1:25 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215406

Re: Bugs & FAQ

Hello, In a bob+angel game looks like there is no way to make bob's salt for lithium processing as Angel refining uses it's own salt, making processing lithium impossible. Bob's lithium processing recipes: https://i.imgur.com/528hZ39.png Angel's salt (one of the recipes): https://i.imgur.com/wBrGx9...
by evandy
Fri Apr 10, 2020 11:59 am
Forum: Ideas and Suggestions
Topic: Mux/Demux combinator
Replies: 5
Views: 1349

Re: Mux/Demux combinator

I don't think that's quite the same thing (though the names are similar) - the TriCircuit's combinator appears to need a manually set channel selector, as opposed to taking it from the circuit network.
by evandy
Thu Apr 09, 2020 4:24 pm
Forum: Ideas and Suggestions
Topic: Mux/Demux combinator
Replies: 5
Views: 1349

Mux/Demux combinator

TL:DR: There is a type of combinator missing, which I am going to call the Mux/Demux combinator. It is essetially the "Pointer Logic" combinator. What?: The "MUX" Combinator would use a selector-signal to select which logic signal to route to a defined output signal The "DEM...
by evandy
Sun Apr 05, 2020 8:52 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 53579

Re: [0.18.x] Bob's Mods: General Discussion

Normal inserter rotation (r key) rotates by 90 degrees only. Ctrl-R rotates the input to all options. I can not find a way to bind a hotkey to rotate the output to all options; am I missing something? Or do I have to use the GUI for this?
by evandy
Wed Apr 01, 2020 9:53 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1215406

Re: Bugs & FAQ

DJQuad wrote:
Wed Apr 01, 2020 5:36 pm
I'm trying to connect acid to it but it's not mining.
That looks like Bob's Sulphuric Acid, not Angels. Stupid, but have you tried a converter valve to make it Angels version of the fluid?

Not sure how you got bob's version in your pipes...
by evandy
Tue Mar 31, 2020 4:46 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 53579

Re: [0.18.x] Bob's Mods: General Discussion

Bob, A modular roboport question for you - you have logistics zone expanders (which do both logistics and construction areas). Any chance of a construction zone expander that has a very small logistics footprint, but a big green construction box? I have thought about it in the past, but decided aga...
by evandy
Tue Mar 31, 2020 4:04 pm
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 53579

Re: [0.18.x] Bob's Mods: General Discussion

Bob,

A modular roboport question for you - you have logistics zone expanders (which do both logistics and construction areas). Any chance of a construction zone expander that has a very small logistics footprint, but a big green construction box?
by evandy
Mon Mar 30, 2020 2:09 am
Forum: Bob's mods
Topic: [0.18.x] Bob's Mods: General Discussion
Replies: 149
Views: 53579

Re: [0.18.x] Bob's Mods: General Discussion

Bob, You mentioned a while back that you were thinking of tinkering around with modules. Just thought I'd throw in the observation that right now 3 different groups of items all have a lot of commonality between them: Circuits, Robot brain boards, and modules. Of the 3, the modules are already half ...
by evandy
Sun Mar 29, 2020 8:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384771

Re: Development and Discussion

FYI, I had to zoom in all the way to tell these two apart on the advanced chem plant output. The white & red background does not help, but the molecules aren't quite distict enough in Acetone vs Phenol. They are both "black in the middle, red on the top, white on the outside." Suggesti...
by evandy
Sun Mar 29, 2020 7:55 pm
Forum: Technical Help
Topic: Factorio not updating last played version
Replies: 0
Views: 426

Factorio not updating last played version

Help ... I temporarially downgraded my factorio in steam due to a mod incompatibility, and now that I'm back on latest experimental it doesn't remember the last version I played (so I get the changelog showing up every time I boot it up). How can I fix this?
by evandy
Thu Mar 26, 2020 11:19 pm
Forum: Logistic Train Network
Topic: Rich Text in LTN stops?
Replies: 22
Views: 8963

Re: Rich Text in LTN stops?

I went to take a screenshot for you... and it is now working, so I am very confused... but at least we can call this not-a-bug (for now).
by evandy
Thu Mar 26, 2020 5:12 pm
Forum: Logistic Train Network
Topic: Rich Text in LTN stops?
Replies: 22
Views: 8963

Re: Rich Text in LTN stops?

Optera wrote:
Thu Mar 26, 2020 7:20 am
LTN works fine with RT for me.
That's odd. I put the same text into an LTN stop as a normal stop and it wasn't working. :|
by evandy
Thu Mar 26, 2020 3:58 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384771

Re: Development and Discussion

Seems like a lovely design ^_^ I am not planning on making it positive, just balanced, like it is now. The ringing is most likely caused from all the buildings finishing at the same time, which can create some interesting design challenges (I'm liking it) ^_^ And I love your build! First bugfixes a...
by evandy
Thu Mar 26, 2020 3:40 am
Forum: Logistic Train Network
Topic: Rich Text in LTN stops?
Replies: 22
Views: 8963

Rich Text in LTN stops?

I have noticed that LTN train stops do not support the new rich-text feature... is this something that's fixable?
by evandy
Thu Mar 26, 2020 2:37 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384771

Re: Development and Discussion

I implemented this more or less for the next release of bioprocessing. The ratios are a bit different, but I made compost less obtainable as it must still act as a sink, but still fuel positive for fuel production. The details about this can be found here on github . Sounds awesome. Speaking of awe...
by evandy
Wed Mar 25, 2020 7:34 pm
Forum: Bob's mods
Topic: [0.18] Please post bugs and balance issues here.
Replies: 185
Views: 50264

Re: [0.18] Please post bugs and balance issues here.

0.18.16 Fixed tank graphics, broken bobwarfare 18.2 and bobvehicleequipment 18.1 Looks like Factorio 0.18.16 changed something to do with tank graphics. I'll probably have to update the mod or something. However, the game doesn't seem to crash for me... what settings are you using? For what it's wo...
by evandy
Mon Mar 23, 2020 4:09 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384771

Re: Development and Discussion

After previous discussions on Bio-processing, I thought I'd confirm that Santa's comment that farm-based bio is looking much better (this is in the latest patch, after the tweaks that were made). Not sure how the arboretum-based stuff is (still looks kinda crazy) but the farm-based plastic looks pr...
by evandy
Sun Mar 22, 2020 7:05 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1384771

Re: Development and Discussion

After previous discussions on Bio-processing, I thought I'd confirm that Santa's comment that farm-based bio is looking much better (this is in the latest patch, after the tweaks that were made). Not sure how the arboretum-based stuff is (still looks kinda crazy) but the farm-based plastic looks pre...
by evandy
Sun Mar 22, 2020 2:30 am
Forum: Mods
Topic: [1.0] Sea Block Pack 0.4.10
Replies: 1732
Views: 1010161

Re: [0.18] Sea Block Pack 0.4.4

As of the latest Angels, there appear to be two iron-rod items: angels-rod-iron, and iron-stick. The latter appears to be from seablock? Doesn't seem like we need both, so probably an issue to look into for seablock 0.4.5 when the new Angels gets integrated.

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