Search found 1151 matches

by valneq
Fri Aug 21, 2020 6:44 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3877
Views: 1238658

Re: Bugs & FAQ

My English is really bad and i play with german Language. Maybe the Screenshot can help. Bild 4.png The recipe you are trying to use is from "More Science". Make sure that you also use "More Science - BobAngels Extension". Otherwise, these kinds of incompatibilities are to be ex...
by valneq
Fri Aug 21, 2020 6:39 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3877
Views: 1238658

Re: Bugs & FAQ

I have posted a saved game and An image of enemy tab According to the save you uploaded, you are playing with Angel's Exploration. When Angel's Refining recognizes that Angel's Exploration is active, Biters will not be deactivated by default and the additional map gen settings are not present. When...
by valneq
Fri Aug 21, 2020 5:05 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3877
Views: 1238658

Re: Bugs & FAQ

SOrry that was a Typo. I do have the latest mod of Angel refing 0.11.16.. THe Option enemy tab does not have a enemy mutiplier for me Cannot reproduce. When starting a new game with only Angel's Refining 0.11.16, I see this: map_gen_angel_refining_enemy_multiplyer.jpg Some other mod might be messin...
by valneq
Fri Aug 21, 2020 4:41 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3877
Views: 1238658

Re: Bugs & FAQ

Hi I have a Problem with Chemical Fabrics. Since a week or so, i cannot produce the Liquid for Science Pack anymore in Angels Chemical fabric. The Game say i need a Vanilla Chemical fabric, but i dont have this... Every Help is welcome. We need more context to understand your problem: Which science...
by valneq
Fri Aug 21, 2020 4:04 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3877
Views: 1238658

Re: Bugs & FAQ

How to you turn Biter back on in the setting? I cannot see an option to enable biters.. Thx Angel's Refining 0.11.16 (released yesterday) introduces a new setting labelled "Angel's Enemy Multiplyer" in the "Enemies" tab of the Map Generator. Its tooltip explicitly says that enem...
by valneq
Fri Aug 21, 2020 3:56 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3877
Views: 1238658

Re: Bugs & FAQ

I have never had anything but good things to say for these mods.. until now. This option is just stupid !! Why remove biters AND pollution by default ?? I get having the option there, but the default should be to have the same gameplay as vanilla. I hadn't realized that this was a setting, and thou...
by valneq
Fri Aug 21, 2020 3:43 pm
Forum: Duplicates
Topic: Train window has not all buttons due to long translation (i assume)
Replies: 3
Views: 903

Re: Train window has not all buttons due to long translation (i assume)

Thanks for the report. I have shortened this German locale text in the train GUI for the next release. I hope it will be fine for most UI scales and typical display resolutions. Your case was marked as a duplicate, but I don't agree with that. With German locale the buttons disappear even at 100% UI...
by valneq
Thu Aug 20, 2020 8:14 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 74712

Re: [MOD 0.18] ShinyBobGFX

Could you add graphics replacements for the Bob's fluid burning boilers? I believe they're called "oil-boiler" internally. While I agree that including the fluid burning boilers into ShinyBobGFX would be great, there is an alternative that you might want to take a look at: Artisanal Reski...
by valneq
Wed Aug 19, 2020 11:24 pm
Forum: News
Topic: Friday Facts #360 - 1.0 is here!
Replies: 210
Views: 106346

Re: Friday Facts #360 - 1.0 is here!

Could we have items auto sorted inside vehicles like it happens in character inventory? Also in chests if possible. Having the same order of arrangement as in the character inventory would be a nice quality of life. Don't know if there's already a mod for that, if there is send link thanks :D Maybe...
by valneq
Tue Aug 18, 2020 11:16 pm
Forum: General discussion
Topic: Spidotron and Vehicle feature in general
Replies: 7
Views: 3150

Re: Spidotron and Vehicle feature in general

[…] worry about getting caught on oil pipes or a row of boilers. You know that you can walk in between two boilers, right? And since they reduced the hitbox of steam engines, you can also walk in between two steam engines (along the long side, not the short side where they connect). There is no mor...
by valneq
Tue Aug 18, 2020 4:32 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 26071

Re: [1.0] bugs and balance issues.

weird
by valneq
Tue Aug 18, 2020 4:20 pm
Forum: General discussion
Topic: Six legs good, Eight legs bad!
Replies: 44
Views: 12078

Re: Six legs good, Eight legs bad!

Fascinating that spiders appear special to the brain.
by valneq
Tue Aug 18, 2020 4:10 pm
Forum: Ideas and Suggestions
Topic: More visibility with Electric Miners
Replies: 25
Views: 5754

Re: More visibility with Electric Miners

my opinion is that it would be better if the new miner gave visual data similar to the old ones .. What data? And which old ones? The old-old ones gave less data, and the new-old ones gave the same amount. https://factorio.com/blog/post/fff-350 That did not answer my question. In the very old iners...
by valneq
Tue Aug 18, 2020 4:08 pm
Forum: Not a bug
Topic: Water Pipes
Replies: 2
Views: 437

Re: Water Pipes

When I attempt to connect 2 pipes filled with water I get the “you can’t mix different fluids” message. But, a robot is able to place it down without an issue. You can click on the pipe and it will show what kind of fluids are in that fluid system. Once you chave fixed the source of mixing, you can...
by valneq
Tue Aug 18, 2020 3:47 pm
Forum: Resolved Problems and Bugs
Topic: [kovarex] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size
Replies: 10
Views: 4864

Re: [Oxyd] [0.18.38] Modded Power Armor grid tiny with 1366x768 and 100% UI size

This grid starts out a reasonable size, but when you place a personal roboport into it that's when it resizes and becomes tiny. It's not a scale problem; there's an actual bug here. The roboport adds text information to the bottom panel. And for some reason the information is not presented in two s...
by valneq
Tue Aug 18, 2020 3:38 pm
Forum: General discussion
Topic: Six legs good, Eight legs bad!
Replies: 44
Views: 12078

Re: Six legs good, Eight legs bad!

Do brains really count legs? The brain can count up to 6 without counting (usually). So, 8 is something more that can be background calculated. Wild guess: the brain freaks out because it only sees "too many". I have also heard of people who show strong reactions to centipedes and millipe...
by valneq
Tue Aug 18, 2020 3:33 pm
Forum: Bob's mods
Topic: [1.0.x] Bob's Mods: General Discussion
Replies: 34
Views: 18291

Re: [1.0.x] Bob's Mods: General Discussion

bobingabout wrote:
Tue Aug 18, 2020 3:23 pm
I am however open to ideas about what I could do with a spidertron, one of the things I was thinking about was just making a clone with different weapons.
Noice. Spidertrons with weaponry from Bob's Warfare! :D The biters shall tremble!
by valneq
Tue Aug 18, 2020 3:24 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 26071

Re: [1.0] bugs and balance issues.

wild uneducated guess: Skan's mod was updated only 6 months ago, which is before the mining drill redesigns. Maybe that is the root cause of the issue?
by valneq
Tue Aug 18, 2020 3:21 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3877
Views: 1238658

Re: Bugs & FAQ

As far as I can recall, infinite parts are always a 'small' part of the ore patch... Even when the regular ore is set to minimal size and infinite ores to max size. Shouldn't infinite minimum yield in mod settings affect it? I bumped it up to 100. Infinite ores have decreasing yield over time, like...
by valneq
Tue Aug 18, 2020 1:29 pm
Forum: Bob's mods
Topic: [1.0] bugs and balance issues.
Replies: 65
Views: 26071

Re: [1.0] bugs and balance issues.

When I try to enable bobselctronics 1.0.0 I get a missing .png error. Anyone else getting similar issues with a few of the bob's mod packs? I can boot up bobselectronics 1.0.0 without problems. Do you have additional mods? Can you specify the error message? Maybe upload a save to sync the mods to? ...

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