Search found 1151 matches
- 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...
- 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...
- 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 ...
- 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, ...
- 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...
- Tue Sep 01, 2020 8:30 pm
- Forum: Translations
- Topic: German localization discussion
- Replies: 203
- Views: 118433
- 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...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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!
- 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...
- 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?
- 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...
- 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.
- 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?
Maybe the game sometimes registers this shortcut instead of force-placing the blueprint?
- 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...
- 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.