Search found 1151 matches

by valneq
Wed Sep 02, 2020 4:34 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238415

Re: Bugs & FAQ

Hi, I noticed that angels refining does disable some default map generation options, all of which are enabled by default. map_settings.pollution.enabled = false map_settings.enemy_evolution.enabled = false map_settings.enemy_expansion.enabled = false This does not seem intentional, and always happe...
by valneq
Wed Sep 02, 2020 4:30 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238415

Re: Bugs & FAQ

Hi everyone. I've met possible bug. I'm currently playing Sea Block with combination with Transport Drones mod (Angels Petrochem v. 9.13; Construction Drones v. 7.12) So I'm trying to use cooling system for casting various metals. Delivering fresh coolant by TDrone a collect used one as well. And c...
by valneq
Wed Sep 02, 2020 4:27 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238415

Re: Bugs & FAQ

Mhh when its from bob, i dont know how we handle this. Should i ask bob for this? no this on angels mods to remove or adjust. angel mods are the ones that do all the balance tweaks to bobs stuff to work with the mods. ill get with the rest of the team and make sure its accounted for. I don't think ...
by valneq
Tue Sep 01, 2020 11:51 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238415

Re: Bugs & FAQ

Hi, not realy a bug but maybe a question. I've tried hard to make it fair and comparable. I think the recipe that you can craft a real coal ore from two tree trunks is too cheap or can get complete out maybe? Maybe its not from your mod im not realy shure. (I have tested with cheap beginer things, ...
by valneq
Tue Sep 01, 2020 9:33 pm
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 118433

Re: German localization discussion

Mir sind ein paar Begriffe aufgefallen, die ich durch andere ersetzen würde, die weniger sprrig und präziser sind. OK, there is a lot to unpack here. Hope it is fine if I reply in German ;-) Erstmal: Danke für die Rückmeldung, solch detailierte Vorschläge kommen selten. Beton/Stahlbeton mit Gefahre...
by valneq
Tue Sep 01, 2020 8:30 pm
Forum: Translations
Topic: German localization discussion
Replies: 203
Views: 118433

Re: German localization discussion

Pi-C wrote:
Fri Aug 28, 2020 11:14 am
Just found a small bug:
loc_error.png
Thanks for the report. Fixed for the next release.
by valneq
Sun Aug 30, 2020 1:10 am
Forum: Angels Mods
Topic: [0.14.x][Angel's Addons - Locales]
Replies: 25
Views: 16797

Re: [0.14.x][Angel's Addons - Locales]

Development in Angel's mods has increased in pace over the last months, so it would be great if we could enjoy Angel's mods in our own native language. Angel's Addons - Locales now has also seen increased activity. I invite everyone who is interested to help translate Angel's mods. Many languages ha...
by valneq
Sat Aug 29, 2020 11:27 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238415

Re: Bugs & FAQ

BOB + Angels + FNEI, last version https://i.imgur.com/GejWTD7.jpg The screenshot you show is from "What is it really used for?" mod, not from FNEI. I can reproduce this observation, so it is probably an error somewhere in "What is it really used for?" mod. However, FNEI mod corr...
by valneq
Sat Aug 29, 2020 7:46 pm
Forum: Technical Help
Topic: Need some help
Replies: 3
Views: 509

Re: Need some help

I'm having a bit of an issue though with this particular map I like as a starting map. Why do you say "starting map"? Because it has a decent starting area? A while back, the map generator was changed so as to have certain guarantees for the starting area in all newly generated maps: : al...
by valneq
Sat Aug 29, 2020 5:02 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238415

Re: Bugs & FAQ

In 0.11.14, biters were turned off, but there was a setting to re-enable. In 0.11.16, that setting seems to have disappeared, but biters are still disabled. How do I re-enable biters, pollution etc ? This was changed and is more transparently handled via the map generation settings. You have to con...
by valneq
Sat Aug 29, 2020 4:19 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238415

Re: Bugs & FAQ

Hi! Founded "unknown key" in tech tree 2020-08-29 18 03 15.png 2020-08-29 18 03 17.png 2020-08-29 18 03 20.png UPD: angelsaddons-mobility angelsaddons-storage angelsbioprocessing angelsindustries angelspetrochem angelsrefining angelssmelting bobassembly bobelectronics bobenemies bobequipm...
by valneq
Fri Aug 28, 2020 8:54 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3876
Views: 1238415

Re: Bugs & FAQ

I am trying to make brown algae but I find that I can not connect saline water to my algae farms. After looking a bit more I found that those farms have an orientation that are not visible. For brown algae they only need on thing but have 2 inputs looks like one of them will not work for some reaso...
by valneq
Fri Aug 28, 2020 7:14 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 106330

Re: Friday Facts #360 - 1.0 is here!

EncryptingWolf wrote:
Fri Aug 28, 2020 6:44 pm
It's Friday night and ..... Wheres my friday facts :(
Here, I guess:
https://alt-f4.blog/
by valneq
Fri Aug 28, 2020 12:03 am
Forum: Fixed for 2.0
Topic: [Oxyd] [1.0.0] [Minor] Sometimes the dependency highlight in the tech tree does not work correctly
Replies: 6
Views: 2179

[Oxyd] [1.0.0] [Minor] Sometimes the dependency highlight in the tech tree does not work correctly

When hovering over a technology in the tech tree, you normally see a highlight in yellow, indicating the dependencies of the tech you hover over, sometimes it does not: tech_tree_no_highlight.jpg What I expected to see: tech_tree_highlight.jpg My settings: Factorio 1.0.0, no mods, 125% UI scale, 256...
by valneq
Thu Aug 27, 2020 7:50 pm
Forum: Resolved Problems and Bugs
Topic: [Rseding91] [1.0.0] enemy force's ghost entities are visible on player force's map view
Replies: 5
Views: 1224

Re: [1.0.0] enemy force's ghost entities are visible on player force's map view

Why should I be able to see something on the map that I cannot see with my own eyes?
by valneq
Tue Aug 25, 2020 5:02 pm
Forum: Not a bug
Topic: [1.0.0] Darkness is no longer dark
Replies: 5
Views: 1734

Re: [1.0.0] Darkness is no longer dark

If you want the night to be dark again, you could have a look at some mods. A random selection addressing the night, length and/or brightness: https://mods.factorio.com/mod/NightBrightness https://mods.factorio.com/mod/Clockwork https://mods.factorio.com/mod/DarkNight https://mods.factorio.com/mod/P...
by valneq
Mon Aug 24, 2020 12:19 am
Forum: Translations
Topic: [1.0.0]Tutorial finished - screen
Replies: 3
Views: 1428

Re: [1.0.0]Tutorial finished - screen

Thanks for the report. This is Czech by the way. There was an error in a control string. It should be fixed for the next release.
by valneq
Sat Aug 22, 2020 3:14 pm
Forum: Duplicates
Topic: [1.0.0] blueprint breaks power lines
Replies: 6
Views: 2251

Re: [1.0.0] blueprint breaks power lines

Shift+click on a power pole is a shortcut to disconnect all copper wires from that power pole. Shift+click a second time to also disconnect all signal wires.

Maybe the game sometimes registers this shortcut instead of force-placing the blueprint?
by valneq
Sat Aug 22, 2020 2:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1407638

Re: Development and Discussion

Why the hell are certain prerequisites not properly connected? There are several reasons for that. Primarily because Angel's mods don't follow the vanilla recipe design philosophy. In vanilla there is typically 1 and only 1 way of making a specific item. When the recipe is set in stone, the "f...
by valneq
Fri Aug 21, 2020 7:12 pm
Forum: Mod portal Discussion
Topic: Mod portal not loading correct version
Replies: 2
Views: 1103

Re: Mod portal not loading correct version

About an hour ago, Yuoki Industries was updated to 1.0.02. The corrupted version 1.0.01 was apparently removed from the mod portal entirely.

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