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Greetings
Schorty
Sry for the problems, will be renaming my entity in the next update as well.Schorty wrote:Okay, finished the new version earlier than expected. Angels mod is now supported! I wrote a migration to enable the air filter recipe for those who already had it researched. So loading old savegames should be no problem. Some feedback concerning this would be greatly appreciated. In my tests it worked. If it is not for you, just tell me
Greetings
Schorty
No worriesArch666Angel wrote:Sry for the problems, will be renaming my entity in the next update as well.
I like my logistics window to have the same layout as my crafting window.Schorty wrote:It doesn't hurt anyone and if there is the stray v0.1.0 user, there wont be any problems
If you filter enough of the pollution, the red cloud will actually reduce. I got my base down to 0 pollution almost everywhere. Of note, this doesn't reduce the effects on biter evolution, which is about pollution production, not pollution presence.Drizzt321 wrote:So, I just started using this mod, should I expect to see the red/pollution area decrease if I have enough filters going? Or will it just hold steady where it's at even if I have an overwhelming number of filters?
Drizzt321 wrote:Thanks! Guess that means I need to make a crap ton of these and have a moderate size recycling plant.
You can use tint to "color" them.Schorty wrote:Wow, those are looking really neat!
I'm quite torn on what to do with them. On the one hand, I would really like to use them, but I can't use them for all 3 tiers, because its "just" one color and I don't want to go through the pain of painting them again
But I also don't want to create a Tier 4 machine.
I'm honored, that you made these and am really looking forward to seeing the finished graphics! Hopefully I can decide on a use until then
I'll give you credit for the graphics for sure.