Search found 1137 matches

by valneq
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 ...
by valneq
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?
by valneq
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
by valneq
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?

z498279401 wrote:
Wed Mar 24, 2021 1:31 pm
Playing 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.
This is known and will be addressed in the future:
https://github.com/Arch666Angel/mods/issues/431
by valneq
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?

z498279401 wrote:
Wed Mar 24, 2021 1:31 pm
Bob's picture is so ugly, I really can't accept Bob mod.
What picture are you talking about? Have you tried a reskin mod? https://mods.factorio.com/mod/reskins-bobs
by valneq
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 ...
by valneq
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...
by valneq
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

Re: Recipe incorrectly not usable as intermediate

Klonan wrote:
Tue Mar 09, 2021 12:03 pm
This is a mod problem, they define whether a recipe is usable or not in this way
err …
KiwiHawk is the developer of the mod in question, trying to fix it, but according to this bug report, the fix does not work.
by valneq
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,...
by valneq
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

Re: [kovarex] [1.1.26] Interface issues when mod name is long

<NO_NAME> wrote:
Sun Mar 07, 2021 5:53 pm
I'm not sure if this count as a bug but it looks bizarre.
I don't see a bug here. What exactly looks bizarre?
by valneq
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?
by valneq
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,...
by valneq
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...
by valneq
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...
by valneq
Tue Mar 02, 2021 3:43 pm
Forum: Translations
Topic: german misspelled word
Replies: 5
Views: 1281

Re: german misspelled word

fishycat wrote:
Tue Mar 02, 2021 11:54 am
Not an error. In this case "konstante" is an adverb. Es liefert konstant (beständig) Signale.

Should't it rather say, liefert konstant Signale?
A signal not changing in time is a constant signal. In this case, "konstante" is an adjective.
by valneq
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.
by valneq
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.
by valneq
Tue Feb 23, 2021 8:43 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3708
Views: 737059

Re: Bugs & FAQ

Zyrconia wrote:
Tue Feb 23, 2021 6:56 pm
Attached a save from the beginning. You can ignore reverse factory, I'm not using that anymore.
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
by valneq
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...
by valneq
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

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