orzelek wrote:Can you also add an option to remove the liquid for infinite ore mining like in agnels ores?
Or use option from infinite ores mod?
(Maybe you already did I didn't check )
I'll use Angel's setting. Added to the to-do list, thanks orzelek
Edit: Updated to be compatible with all Angel's fluid settings
Failed to load mods: __Clowns-Extended-Minerals__/data-updates.lua:20: attempt to index field 'angels-enablefluidreq' (a nil value)
I think the problem is angelsinfiniteores is still listed as an optional dependency, but this setting requires it. I didn't have angelsinfiniteores loaded. Error went away once it was.
Failed to load mods: __Clowns-Extended-Minerals__/data-updates.lua:20: attempt to index field 'angels-enablefluidreq' (a nil value)
I think the problem is angelsinfiniteores is still listed as an optional dependency, but this setting requires it. I didn't have angelsinfiniteores loaded. Error went away once it was.
There isn't any config option to disable the infinite ore generation right? Like the angels allow you to disable it (per ore).
I saw that you check for "angels infinite ore", so just deleting this mod would do, but as a suggestion, a settings that allows you to choose the ores that you wanna to be infinite would be nice.
There isn't any config option to disable the infinite ore generation right? Like the angels allow you to disable it (per ore).
I saw that you check for "angels infinite ore", so just deleting this mod would do, but as a suggestion, a settings that allows you to choose the ores that you wanna to be infinite would be nice.
Currently, if Angel's Infinite Ores is on, then all my minerals generate infinite versions. Making that mineral-specific is a good idea, I'll implement it when I can.
Do u planing catalytic ores getting from ur new 7 ores? With using mineral, crystal and hybrid catalysts? It will be very cool to see new recipes to direct getting bob's and some angel's ores - like manganese and chrome - we already have mixed sorting, waiting for direct sorting
aklesey1 wrote:Do u planing catalytic ores getting from ur new 7 ores? With using mineral, crystal and hybrid catalysts? It will be very cool to see new recipes to direct getting bob's and some angel's ores - like manganese and chrome - we already have mixed sorting, waiting for direct sorting
Hi aklesey1
I'd like that a lot. I've been waiting to see if Angel releases his industries mod, to see if there are any changes to refining there - but if that doesn't come particularly soon then I might just go for it and give you guys recipes for pure thorium, chrome, platinum, manganese & osmium.
Might even do it in a few days actually, had some ideas...
There isn't any config option to disable the infinite ore generation right? Like the angels allow you to disable it (per ore).
I saw that you check for "angels infinite ore", so just deleting this mod would do, but as a suggestion, a settings that allows you to choose the ores that you wanna to be infinite would be nice.
Currently, if Angel's Infinite Ores is on, then all my minerals generate infinite versions. Making that mineral-specific is a good idea, I'll implement it when I can.
aklesey1 wrote:Do u planing catalytic ores getting from ur new 7 ores? With using mineral, crystal and hybrid catalysts? It will be very cool to see new recipes to direct getting bob's and some angel's ores - like manganese and chrome - we already have mixed sorting, waiting for direct sorting
Hi aklesey1
I'd like that a lot. I've been waiting to see if Angel releases his industries mod, to see if there are any changes to refining there - but if that doesn't come particularly soon then I might just go for it and give you guys recipes for pure thorium, chrome, platinum, manganese & osmium.
Might even do it in a few days actually, had some ideas...
Sorry what the industry mod? Can u say full intended name of this mod? U mean angel's components?
Yeah i can't wait for some big serious update for angel's mods for his own science packs too
aklesey1 wrote:
Sorry what the industry mod? Can u say full intended name of this mod? U mean angel's components?
Yeah i can't wait for some big serious update for angel's mods for his own science packs too
Angel's Industries. The big mod Angel has been teasing us with for a while now
aklesey1 wrote:
Sorry what the industry mod? Can u say full intended name of this mod? U mean angel's components?
Yeah i can't wait for some big serious update for angel's mods for his own science packs too
Angel's Industries. The big mod Angel has been teasing us with for a while now
Where to read more information about plans of Arch666Angel. i want to know more
Hi there! I just added your mods to my AngelBob setup. I'm purposefully making things difficult on myself by keeping my mods that enhance biter difficulty (Rampant, Swarm, etc.) and even despite my restarts, I'm learning very quickly (I've only recently begun playing AngelBob generally.)
My question is as to default ore generation. I've rolled a few maps, and saved them upon startup just to reveal the map to see how difficult the late-early game is going to be once starter-area coal runs out. I use the following command:
Map Reveal for Testing Purposes
/c game.forces.player.chart(game.player.surface, {lefttop = {x = -2048, y = -2048}, rightbottom = {x = 2048, y = 2048}})
I've tested approximately a dozen different mapseeds and so far I haven't found a single map with any non-starter coal visible within a 2048-tile radius. Is this normal? Is it therefotre incumbent upon me to turn up the coal spawning chances prior to mapgen, and if so, what setting would someone suggest that is neither overkill, nor would it throw the late-game into chaos, nor would it cerate an unnaturally high chance of finding myself starved of another significant resource during the late-early and through the midgame?
Full disclosure, I run heavily modded, with emphasis on RSO and a large handful of various QoL mods (Research Queue, FNEI, etc.) I recently thought to remove Prospector and any non-Angel's infinite-ore mods I was running. Could RSO be unintentionally influencing and causing the shortages of coal that pretty much seem to guarantee an autoloss? Note that with the distances I'm revealing to still see "no" coal lying around, I'm still convinced that even on peaceful mode, there's no way to get power that far out to a new coalfield and to get the haul back to base, short of driving a car, which will almost assuredly be beyond my tech capabilities by the time I begin running into the infinite-only coal off of my starter patch.
aklesey1 wrote:Where to read more information about plans of Arch666Angel. i want to know more
We all do! Unfortunately he hasn't made anything public.
MisterFister wrote:...
I approve greatly of your modding choices
Have you tried EMP biters?
I'm no expert on the RSO mechanics, but in my experience yes it isn't too uncommon to not find coal easily, but that's just RSO and doesn't have anything to do with other mods. I think there's a few things to consider:
- There is an RSO setting to enable infinite ores in your starting area (i.e. infinite coal straight away)
- Shrewd use of Angel's Bioprocessing can buffer or even replace coal as earlygame fuel by introducing wooden pellets & bricks from algae
- Klonan's Power mod gives some alternative power generation techniques for midgame that do not require coal at all
Overall, with a bit of creativity I'm sure you'll find something that works
MadClown01 wrote:
We all do! Unfortunately he hasn't made anything public.
Angel started a thread for Angel's Industries. There's only one following post, showing off a lot of the new graphics. Looks like it includes the science overhaul that's been spoken of?
MadClown01 wrote:
We all do! Unfortunately he hasn't made anything public.
Angel started a thread for Angel's Industries. There's only one following post, showing off a lot of the new graphics. Looks like it includes the science overhaul that's been spoken of?
It called Angel's Components before
I don't wont to upset u eformo, but all these graphics in the thread has been shown more half year ago, if you have not followed development forum thread this graphic is new for u and some of items from angel's component already exisiting in this mod - here - https://mods.factorio.com/mod/angelscomponents, that was in beta