Development and Discussion
Moderator: Arch666Angel
Re: Development and Discussion
recently played with bobs mods again (randomized with archipelago) and am kinda missing the added complexity from angels. looking forward to the update 
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AngledLuffa
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Re: Development and Discussion
Hey hey, apologies for the nag, but is there an estimate on when updated Angel's will be ready? Is there some way a programmer can assist with the conversion?
Re: Development and Discussion
Angel's will be release when it's ready. I'm not going to put a time estimate on it sorry. Development has been progressing well! But there's still a bunch of open issues.
All the code is up on GitHub (dev2.0 branch). If you want to help - feel free to start testing, reviewing open PRs, or submit a PR of your own for one of the open issues. If you are going to start working on an issue, make sure there isn't already an open PR on it first.
Best place to discuss development is the Angel's discord server: https://discord.gg/ff5p6KE
All the code is up on GitHub (dev2.0 branch). If you want to help - feel free to start testing, reviewing open PRs, or submit a PR of your own for one of the open issues. If you are going to start working on an issue, make sure there isn't already an open PR on it first.
Best place to discuss development is the Angel's discord server: https://discord.gg/ff5p6KE
Dev for Bob's mods, Angel's mods, Sea Block, Circuit Processing, Science Cost Tweaker. Contributor to Helmod.
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Re: Angel's Addons - Mass Transit
Hello,
Feature request: Ability to customize the stack size. For example: 1-50.
Feature request: Ability to customize the stack size. For example: 1-50.
Re: Angel's Addons - Mass Transit
There are already plenty of other mods around for changing stack sizes. E.g. Big Bags mod. I feel that this would be clutter for most people so I don't want to add it sorry. I try to avoid adding mod settings wherever possible!DarkEviLx wrote: Wed Jan 28, 2026 6:07 am Hello,
Feature request: Ability to customize the stack size. For example: 1-50.
Dev for Bob's mods, Angel's mods, Sea Block, Circuit Processing, Science Cost Tweaker. Contributor to Helmod.
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Re: Development and Discussion
can anyone tell me where to find all the settings for the convert valve because its completely missing from my game, which is %100 my fault because im playing with a cursed set of mods on.. but im trapped on vulcanus because the acid is incompatible ROFL...
Re: Development and Discussion
The converter valve no longer exists. It was a bit pointless. I had to manually enable any conversions. So I may as well fix any compatibilities properly. I'll have a new version out soon that will fix sulfuric acid.Rothguard wrote: Tue May 05, 2026 12:47 pm can anyone tell me where to find all the settings for the convert valve because its completely missing from my game, which is %100 my fault because im playing with a cursed set of mods on.. but im trapped on vulcanus because the acid is incompatible ROFL...
Dev for Bob's mods, Angel's mods, Sea Block, Circuit Processing, Science Cost Tweaker. Contributor to Helmod.
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usafphoenix
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Re: Development and Discussion
Space Age issues:
1) appears to delete stone ore from Gleba (patch controls missing from world generation screen), likely from whatever prototype just deleted all the ore controls from the map settings screen prior to implementing angel's own ore controls. Reconsider the implementation of this to either 'strictly nauvis' modification or if there are plans to more-fully integrate into space age...idk then.
2) fluid [type] copy / non-integration: adds molten iron, copper, etc, which factorio 2 (SA) already has prototypes for some molten fluids. There are three solutions:
a) do nothing. it doesn't break anything, technically, having more than one type of molten iron...it's just....not the best for gameplay
b) internal modification ("if vanilla molten iron exists....use the existing prototype...you can change the icons if desired to improve "continuity".
c) strict external modification (dangerous), deletes vanilla implementation and modifies all recipes looking for molten iron to use angel's fluid.
option B is probably the one i'd suggest. least-likely to cause issues later down the road.
1) appears to delete stone ore from Gleba (patch controls missing from world generation screen), likely from whatever prototype just deleted all the ore controls from the map settings screen prior to implementing angel's own ore controls. Reconsider the implementation of this to either 'strictly nauvis' modification or if there are plans to more-fully integrate into space age...idk then.
2) fluid [type] copy / non-integration: adds molten iron, copper, etc, which factorio 2 (SA) already has prototypes for some molten fluids. There are three solutions:
a) do nothing. it doesn't break anything, technically, having more than one type of molten iron...it's just....not the best for gameplay
b) internal modification ("if vanilla molten iron exists....use the existing prototype...you can change the icons if desired to improve "continuity".
c) strict external modification (dangerous), deletes vanilla implementation and modifies all recipes looking for molten iron to use angel's fluid.
option B is probably the one i'd suggest. least-likely to cause issues later down the road.
Re: Development and Discussion
Angel's mods don't pretend to be compatible with Space Age. The only reason why I haven't marked Space Age as incompatible is that would prevent someone else from making a compatibility mod.
Having said that, I'll have a look at the stone removal and see how simple it is to change. I make no promises though.
Dev for Bob's mods, Angel's mods, Sea Block, Circuit Processing, Science Cost Tweaker. Contributor to Helmod.
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