Search found 12 matches

by pederbonde
Fri Mar 01, 2019 12:05 pm
Forum: General discussion
Topic: Not pleased with 17.1 so far...
Replies: 65
Views: 18279

Re: Not pleased with 17.1 so far...

You have the option to turn off biters completly as i usually do.
I think removing alien artifact from the game was really smart, now if you youst want to build you could.

My current playtrough i left everything on default and the biters have not been that challanging yet.
by pederbonde
Sun May 07, 2017 10:52 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1254680

Re: Bugs & FAQ

Think i found a bug regarding petrochem enable acids. in previus version enableacids is set to true by defaul by petrochems, later this have changed to a setting angels-enable-acids-override but this will never set enableacid to true refining checks if enableacid is set to true or false, but i cant ...
by pederbonde
Sun May 07, 2017 4:43 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1424167

Re: Development and Discussion

I iam running angels refining 0.7.4 with petrochem 0.5.0 and bobsmods on factorio 0.15.9
I only got yellow waste water from flotation but not green yellow.
Have tried to reset recipies but no luck

by the way is there a way to check lua variables ingame
by pederbonde
Wed May 03, 2017 10:04 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1424167

Re: Development and Discussion

row 410 and 411 in refining-override-bob.lua somehow removes the explosives recipe causing line 283 in override-functions to crash

youst wanted to share if it helps anybody.
by pederbonde
Tue Apr 11, 2017 9:36 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1424167

Re: Development and Discussion

How do i make Muddy-water? sorry if this have been asked before, the search function didnt find anything but i think i used it wrong.

Edit: found it, same research unlocked seafloor pump. and it quite obvious what it does, but i didnt see it.
by pederbonde
Sat Sep 24, 2016 7:30 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1424167

Re: Development and Discussion

removed to not confuse anyone
by pederbonde
Sat Sep 24, 2016 7:01 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1424167

Re: Development and Discussion

Hello again,
recipe for catalyst-aluminium seems to be gone in petrochem-solids, i dont know if this was intentional or not.
I still have some recipies that requires catalyst-aluminium.
I have not tested on a new game but i tried to reset recipies.

I will add it in manually for now.
by pederbonde
Sat Sep 24, 2016 4:34 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1424167

Re: Development and Discussion

After the update i had i new recipe for calcium chloride. Chrushed Stone + chloride so now it seems to work.

Also i want to suggest a plastic recipe.
Ethen + chlor -> EDC -> VCM -> PVC -> plastic
by pederbonde
Thu Sep 22, 2016 11:13 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1424167

Re: Development and Discussion

There was in issue with the tech, which I still don't have resolved fully, starting a new game the recipe for calcium chloride should be there. If you upgraded from 0.1.5 and already have researched chemical processing 2 from bobs, you might need to force activate it. /c game.player.force.recipes[&...
by pederbonde
Thu Sep 22, 2016 1:03 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1424167

Re: Development and Discussion

Hello, First i want to thank you for your great mods. it have already given me lots of fun hours. But i have a problem, i dont know how to make calcium chloride before blue science ( then you can make it with tungsten ) so i can start process silicon ( which is required for blue sience ). I guess i ...
by pederbonde
Sat Oct 17, 2015 10:09 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 229554

Re: [MOD 0.12.x] Autofill

sorry, was a bit quick there. i was using a older version. 1.3.4.
Didnt notice there was a new one.
by pederbonde
Sat Oct 17, 2015 9:46 am
Forum: Mods
Topic: [MOD 0.12.x] Autofill
Replies: 293
Views: 229554

Re: [MOD 0.12.x] Autofill

Did a temporary fix for 0.12.11. Its a terrible hack but atleast it will load. search replace for game.on_ to script.on_ replace function loadFuels with this function loadFuels() fuels = { all = {}, high = {} } fuels.all[#fuels.all+1] = "coal"; fuels.high[#fuels.high+1] = "coal";...

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