Search found 1137 matches
- Thu Mar 25, 2021 5:23 pm
- Forum: Translations
- Topic: Rails
- Replies: 4
- Views: 1227
Re: Rails
The text is indeed correct, although maybe confusing. If you place rails like any other entity, you can only place straight rails. In order to place curved rails, you have to enter the rail planner, i.e. left click on an existing rail with a rail in your hand. Only after that can you start planning ...
- Wed Mar 24, 2021 8:40 pm
- Forum: Releases
- Topic: Version 1.1.30
- Replies: 21
- Views: 19525
Re: Version 1.1.30
Three releases in a day. A new record?
- Wed Mar 24, 2021 5:37 pm
- Forum: General discussion
- Topic: Playing with a slightly darker night
- Replies: 6
- Views: 1537
Re: Playing with a slightly darker night
Another alternative is the very flexible Clockwork. It allows to reduce night brightness and by default extends the day/night period cycle by 4 resulting in longer nights and longer days.
https://mods.factorio.com/mod/Clockwork
https://mods.factorio.com/mod/Clockwork
- Wed Mar 24, 2021 3:54 pm
- Forum: Angels Mods
- Topic: Why must we cooperate with Bob mod?
- Replies: 6
- Views: 1957
Re: Why must we cooperate with Bob mod?
This is known and will be addressed in the future:z498279401 wrote: ↑Wed Mar 24, 2021 1:31 pmPlaying angel mod alone, many minerals are useless, except silicon, nickel, cobalt and tin. Other minerals such as titanium, aluminum, silver, tungsten, gold and lead are useless.
https://github.com/Arch666Angel/mods/issues/431
- Wed Mar 24, 2021 3:21 pm
- Forum: Angels Mods
- Topic: Why must we cooperate with Bob mod?
- Replies: 6
- Views: 1957
Re: Why must we cooperate with Bob mod?
What picture are you talking about? Have you tried a reskin mod? https://mods.factorio.com/mod/reskins-bobsz498279401 wrote: ↑Wed Mar 24, 2021 1:31 pmBob's picture is so ugly, I really can't accept Bob mod.
- Wed Mar 17, 2021 4:12 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3708
- Views: 737059
Re: Bugs & FAQ
Starting a new game, I went to add stone path ghosts to my quick bar and I noticed that the (I think) clay brick is listed as Unknown Key: "item-name.bio-tile" under Angels Industries. Something to be concerned about? I did a quick search in this thread and got 0 results. The bio-tile is ...
- Tue Mar 09, 2021 6:48 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 66
- Views: 11925
Re: [1.1] bugs and balance issues.
This might not be an actual bug, but when loading all of Bob's mods I see warnings in the logfile: 13.168 Warning! Sprite at {0,0; 128x128} from __bobelectronics__/graphics/icons/technology/advanced-electronics-2.png is defined with 4 mipmap levels, but level 1 is expected to be at {128,0; 64x64} wh...
- Tue Mar 09, 2021 2:47 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding] [1.1.26] Recipe incorrectly not usable as intermediate
- Replies: 7
- Views: 3511
- Mon Mar 08, 2021 4:30 am
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Interface issues when mod name is long
- Replies: 5
- Views: 2484
Re: [kovarex] [1.1.26] Interface issues when mod name is long
All this blue text (beside the first two words) is the name of my mod. By default, the UI always shows the full mod names in that spot. When a recipe or entity is changed by many mods, you can get very big boxes with lots of blue in there. If you don't want to see which mods are changing the stuff,...
- Sun Mar 07, 2021 8:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [kovarex] [1.1.26] Interface issues when mod name is long
- Replies: 5
- Views: 2484
- Sun Mar 07, 2021 4:35 pm
- Forum: Modding discussion
- Topic: How change settings in a mod?
- Replies: 5
- Views: 900
Re: How change settings in a mod?
When you start a new game, there is an additional "Mod Settings" button at the bottom of the map generator which leads you to that very same menu. Never noticed it is there?
- Thu Mar 04, 2021 3:32 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3742
- Views: 954585
Re: Development and Discussion
hello, quick question Since Angel Industries components are in beta and tech overhoul is in alpha stages, IS IT PLAYABLE THOUGH? Is it safe to start playthrough with these 2 options enabled? Yes it is playable. But you might have to refactor your base when there are updates to recipes. Furthermore,...
- Thu Mar 04, 2021 7:15 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3708
- Views: 737059
Re: Bugs & FAQ
I tried loading up Angel's Petrochem with Bob's Logistics enabled, and got this error. I double checked, and I've got the most up to date versions of each. Will be reporting this to Bob as well! Arguably, the backbone of Bob's mods is "Bob's Metals, Chemicals, and Intermediates". From our...
- Wed Mar 03, 2021 4:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3708
- Views: 737059
Re: Bugs & FAQ
So uhm, what exactly are harmonic crystal splinters? And how do I obtain them, because everywhere I searched, I can't find them? 2021-03-02_18h25_22.png The only things I can produce are red, blue and green polished crystal splinters. Have you checked FNEI or Recipe book? Normally, you should get a...
- Tue Mar 02, 2021 3:43 pm
- Forum: Translations
- Topic: german misspelled word
- Replies: 5
- Views: 1281
- Tue Mar 02, 2021 3:42 pm
- Forum: Translations
- Topic: german misspelled word
- Replies: 5
- Views: 1281
Re: german misspelled word
Thanks for the report. Fixed for a future release.
- Mon Mar 01, 2021 8:18 am
- Forum: Translations
- Topic: [1.1.25] Trainmenu for manually halted trains has misspelled icon name
- Replies: 1
- Views: 679
Re: [1.1.25] Trainmenu for manually halted trains has misspelled icon name
Thanks for the report. This is fixed for a future release.
- Tue Feb 23, 2021 8:43 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3708
- Views: 737059
Re: Bugs & FAQ
With the help of your savefile I was able to boil down the issue to a minimal reproducible setup.
Here is a github issue to track progress
https://github.com/Arch666Angel/mods/issues/545
- Tue Feb 23, 2021 5:10 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3708
- Views: 737059
Re: Bugs & FAQ
Hey, I have a small question since I don't know if this is intended. I can make 2 ore chunks out of 2 crushed ore. 2021-02-23_16h47_29.png But then I can make 24 ore out of one or chunk? 2021-02-23_16h47_39.png With that, I could easily duplicate every ore infinitely and deep core mining ore mining...
- Mon Feb 22, 2021 10:22 pm
- Forum: Angels Mods
- Topic: Infinite Ores Dark Matter Replicators Support?
- Replies: 1
- Views: 530
Re: Infinite Ores Dark Matter Replicators Support?
I can confirm that Tenemut is does not get an infinite version, in contrast to Angel's Infinite Ores mod description.
Here is a github issue to track progress
https://github.com/Arch666Angel/mods/issues/543
Here is a github issue to track progress
https://github.com/Arch666Angel/mods/issues/543