hi thales this may help you?Thales7 wrote:It's very frustrating not chose the fluid input and output in installations.
https://mods.factorio.com/mod/GDIW
Moderator: Arch666Angel
hi thales this may help you?Thales7 wrote:It's very frustrating not chose the fluid input and output in installations.
hi mexmer, for the mysterious tree, i think it is just a case of the mod still being in development / alpha.mexmer wrote:quotes.... what to do with trees
Upgraded farms are faster but can only plant the one class of seeds.foodfactorio wrote:i still havent found out what the difference is between a basic Farm, and an Upgraded Farm, but maybe those are still being developed too.
i just hope my farming area still works after any changes lol
only angel will know what the plans are, but I think that it could be something like this... (and i am having fun this way currently in my games):Zyrconia wrote:about N to 1 and 1 to N
thank you i had only looked at 1 recipe, and saw that the inputs, outputs, and duration were the same, and didnt notice the crafting speed and lack of all 15 icons lol (i blame the wil wheaton seed) - jokearbarbonif wrote:Upgraded farms are faster but can only plant the one class of seeds.
Here you can find an update to 0.16. works fineBortos wrote:Hi there
Just curious about Angels logistics mod, and if it will be maintained? Alternatively if anyone knows of any fixes that can be done locally to get it running.
I personally only use the 2x2 chest from that mod, and use it widely in my circuit network logistics belt base. Any chance of the 2x2's being added to angel's warehouses?
Thanks
steinio wrote:Here you can find an update to 0.16. works fineBortos wrote:Hi there
Just curious about Angels logistics mod, and if it will be maintained? Alternatively if anyone knows of any fixes that can be done locally to get it running.
I personally only use the 2x2 chest from that mod, and use it widely in my circuit network logistics belt base. Any chance of the 2x2's being added to angel's warehouses?
Thanks
https://mods.factorio.com/mod/angelslog ... 1024d772e5
There should be recipes for the bio plastic and resin, you cant just use them as is.Frost wrote:What do I do with the bio-resin and plastic? I can't just stick it into machines needing resin, so what is the trick?
By the way, why the freakin' hell is the pellet press mark II locked behind production science? It does not make any sense whatsoever. Every other building of this chain and tier is unlocked by blue. Can I please get some thoughts on this?
That is true. But I still have to make it and research the tech for production science. So why do it? It appears each science researches one tier...Termak wrote:There should be recipes for the bio plastic and resin, you cant just use them as is.Frost wrote:What do I do with the bio-resin and plastic? I can't just stick it into machines needing resin, so what is the trick?
By the way, why the freakin' hell is the pellet press mark II locked behind production science? It does not make any sense whatsoever. Every other building of this chain and tier is unlocked by blue. Can I please get some thoughts on this?
And why is production pack a problem? I mean when you have blue science you should have everything for production science easily too.
You need to become much more flexible there. As research progresses you get more different recipes for molten iron and molten steel. As useless ores collect from the 1-to-N sorting it becomes practicable to activate one or more of the N-to-1 molten-metal recipes to use up the excess and get more molten metal out of it.Sauerkraut wrote:Or steel smelting, as I am currently doing.Termak wrote:You can just mix rank 2 iron smelting with rank 1 manganese by just directing the overflow iron into plain iron smelter.Zyrconia wrote:The only thing I'm not sure on with manganese is that it is lopsided: processed manganese requires blue science while processed iron does not, so you can't really use processed iron until blue science or your system will be bottlenecked by excess iron. So using processed iron is a tech exclusively for people who do not use manganese. Or you can with a bit cleverness feed it to steel with low priority. Plus the consumption of sulfuric acid is a bit weird.
My solution to the iron bias is mainly stretching the iron ore, for example if you're using the 2:1 Iron:Copper sorting recipe then you can just not put the copper through ore processing, once you get minecarts this quickly turns it into something more like 3:1.Zyrconia wrote:Is 1 to N sorting any good?
Short answer: no! Not for high demand ores. For low demand ones it is probably good, or at least easy to set up as a temporary setup that will last you to end game and then you tear it up and be done with 1 to N forever.
First let's define the ore need. I'm usually in need of really large amounts of iron early game, but I've seen that not everybody plays like this, so I'll settle on a "very low" iron production: 4 yellow belts, to be updated later to 4 red belts.
I've noticed a similar thing with glass. Running through angel's procedures for making glass yields in less glass then direct smelting silicon ore. Mentioned this back in 0.14 Angel's mods but it is still around in 0.16.mrvn wrote:I did some math for wire coils and found something odd.
There is no material benefit from using copper wire coils or tined wired coils. You get the same amount of wire from it. The only benefit seems to be compaction on the belt, which makes it worth it on its own.
But for solder coils you get twice the yield. Why is that one special?
Thanks, I kinda missed this the first time. I think I was searching for bio or plastic in the tech tree. One of these things does NOT show the stuff you are looking for (no, not droids).foodfactorio wrote:hi frost. the BioPlastic needs i think acetone, which can be made from Nutrient Pulp, in one of the Gas Refineries.
if you have the mod "what-is-it-really-used-for" it can show some new tech that might need to be researched.
with just 1 Arboretum of the BioPlastic, and BioResin trees each, it only feeds a bit of extra plastic, but is definitely worth it
You could never connect a wire to a regular pipe. The check valve is useful for situations where you don't want storage tanks storing lots of fluid but just need measurements of fluid flow rate or type of fluid. The underflow valve is the inverse of the overflow valve in that it flows when the fluid is under 80% and stops otherwise. There are a few instances where this is useful, such as when you need some space in storage units for a bit of overflow from another fluid source.Sauerkraut wrote:Okay, I have a few small questions regarding various parts of the mods:
- The different valves. The check valve seems fine, but ignores the fact that we can hook up normal pipes to the network. The non-return valve does the same as bobs valve. The overflow valve seems fine and the converter valve looks like its only of use if angels petrochem is used with an otherwise mod free vanilla mod setup. However, what does the underflow valve even do? It's the only one lacking a description and from some quick testing it behaved just like a normal piece of pipe.
They're used for creating alien artifacts, which are used in Bob's warfare for creating various combat technologies. Before 0.15 they were also essential for the creation of science packs in peaceful mode. After 0.15 they used to have a fuel value to act as bio-fuel to make better use of them, but this was since removed. If you don't use Bob's warfare then this tech tree is likely useless for you.Sauerkraut wrote:
- Next to the bio-processing tab I have another tab called "Unknown Key: 'item-group-name.bio-processing-alien'" which only has a hand full of [metal]-pastes in it (zinc-paste, gold-paste etc.) that are not used in any other recipe. Is this because bio processing is currently in alpha or have I messed up my mod installation?
These are all because the mods are under constant development and Angel does this in his spare time. Things aren't finished quickly, some loose ends are left behind, all of which will be dealt with when he has the available time to do them. We've all been patiently waiting for the upcoming updates and their various fixes but there's no ETA on these as of yet.Sauerkraut wrote:
- When using bobs mods there are two types of electrolysers: bobs and angels. They are used for the same recipes but angels ones have always a better crafting speed. Is there any point in using bobs electrolysers?
- What is the point with all the different silos? One for each kind of raw ore seems kind of useless, why not one for each kind of sorted ore? I imagine that could be at least used in a pre filter inserter 0.15 ore sorting setup (in 0.16 splitters can sort, so no need to wait for filter inserters)
- There are chemical plants and chemical plants in the petrochem section. Two facilities with the same name, same size, same layout and they even use the same recipes. One of them has a higher crafting speed and is therefor objectively better. Is this another bobs vs angels issue?
- All of the petrochem tanks seem like power creep to vanilla / bobs tanks. All of them provide more storage per tile than vanilla options and the recipes for the gas and fluid tank seem to be swapped, as the smaller fluid tank almost costs double the resources that the much bigger gas tank costs.
- Chrome, manganese and cobalt plate have exactly zero use. Why is there even an option to make these metals to plates? Also, a lot of other metals have only one recipe they are used for (like zinc or electrum), which looks intended, but it still fells kind of weird
You can take a look to ScienceCostTweaker and CircuitProcessing mod, which actually uses some of the rarely used stuff in mass amounts.Sauerkraut wrote: [*] Chrome, manganese and cobalt plate have exactly zero use. Why is there even an option to make these metals to plates? Also, a lot of other metals have only one recipe they are used for (like zinc or electrum), which looks intended, but it still fells kind of weird[/list]
The underflow valve is really usefull.Sauerkraut wrote: [*] The different valves. The check valve seems fine, but ignores the fact that we can hook up normal pipes to the network. The non-return valve does the same as bobs valve. The overflow valve seems fine and the converter valve looks like its only of use if angels petrochem is used with an otherwise mod free vanilla mod setup. However, what does the underflow valve even do? It's the only one lacking a description and from some quick testing it behaved just like a normal piece of pipe.
I have mentioned it earlier, imo its bug.mrvn wrote:I did some math for wire coils and found something odd.
There is no material benefit from using copper wire coils or tined wired coils. You get the same amount of wire from it. The only benefit seems to be compaction on the belt, which makes it worth it on its own.
But for solder coils you get twice the yield. Why is that one special?