Search found 66 matches
- Fri Jan 05, 2024 2:11 pm
- Forum: News
- Topic: Friday Facts #392 - Parametrised blueprints
- Replies: 142
- Views: 37051
Re: Friday Facts #392 - Parametrised blueprints
I'm curious as to why you didn't end up allowing entire rich string parameters. It would seem like an obvious inclusion so that you could do the entire station name in a parameter. It's not a biggie by any stretch, but my station naming scheme usually includes the actual item's name in addition to t...
- Fri Sep 08, 2023 12:50 pm
- Forum: News
- Topic: Friday Facts #375 - Quality
- Replies: 838
- Views: 197929
Re: Friday Facts #375 - Quality
Y'all all complaining about the names, which is fair I guess. However, they'd need to be translatable, so it would be extremely weird if it couldn't be changed even if they do leave the "uncommon, rare, epic, legendary" in the base EN translation. I, for one, am extremely curious to see wh...
- Tue Aug 23, 2022 12:50 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1574840
Re: Development and Discussion
Yes, you are correct. The farms take one garden and 30 samples and give two gardens, for a net gain of one garden, net loss 30 gardens. One minute time. The seed extractors take one garden and generate 32 samples. Net gain 2 samples. 5 minutes. Combine the two and every 5 minutes, time in which the...
- Mon Aug 22, 2022 11:50 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1574840
Re: Development and Discussion
OK, I took me a couple of hours of trial and error with the circuit network but I found a good solution. The circuit network doesn't like counting down at all from high number to zero, or I don't know how to use it. I would either get a system that would rise out of control, by millions in seconds,...
- Sat Jul 16, 2022 8:49 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1574840
Re: Development and Discussion
Started up a fresh Angel/Bobs Full Overhaul silliness game. Looking into getting green circuits going. Need liquid resin. To get liquid resin, I need Ethanol Gas. To get Ethanol gas, I need Fermentation base, to make Fermentation I need either Corn or Fruits. Problem is that I started in a very high...
- Mon Jul 11, 2022 1:16 pm
- Forum: Ideas and Suggestions
- Topic: Mod Interface Keyboard Shortcuts / Using not only mouse for GUI interaction
- Replies: 1
- Views: 827
Mod Interface Keyboard Shortcuts / Using not only mouse for GUI interaction
Add keyboard shortcuts to the mod interface When doing large changes to your mod list, you are currently required to use the mouse. It would be nice to be able to do this more precisely with the keyboard What ? A keybind to go up or down the current mod list. Probably either Up or Down arrow or Tab...
- Thu Jun 18, 2020 8:46 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1574840
Re: Development and Discussion
I started a new AngelBobs game today for the first time in many months. Used the whole suite, including the technology and industry overhauls. Many parts, much stuff. Good time. However, maybe it was just the interactions between bobs and angels, but I found myself needing to research *all* the basi...
- Wed Mar 18, 2020 9:40 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 61352
Re: [0.18.x] Bob's Mods: General Discussion
Not sure if it's helpful at all, but clicking on an inserter normally, like you were going to change its filters or enable/disable logic will now show the configuration gui diagram with all the boxes. Disabling my hot key and just getting used to clicking on it is a workaround.
- Wed Mar 18, 2020 7:59 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1574840
Re: Development and Discussion
What about literally bigger boilers? As in a larger footprint? Square/cube law and all, you could easily justify large leaps in boiler throughput. The model even looks like it could be cut and extended relatively easily to generate a longer boiler, although I am notoriously bad at design. In any cas...
- Sun Feb 23, 2020 3:40 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1407979
Re: Bugs & FAQ
Getting this error on start up w/ SpaceEx and AngelIndustries:
https://gyazo.com/af35d9d7d25b58a3b7c0a63474a81225
https://gyazo.com/af35d9d7d25b58a3b7c0a63474a81225
- Sat Feb 22, 2020 7:38 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1574840
Re: Development and Discussion
I've added some crops as a result to the gardens when you mine them as shown in the picture. They show like they give small amounts at once, but it is similar to the seed extractor recipe where they have a chance to give 5 at once. This way, when you obtain a tier 1 or 2 crop twice, you'll effectiv...
- Sat Feb 22, 2020 12:28 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1574840
Re: Development and Discussion
It is the only way to create mud, yes. On the other hand, when diving deep into petrochem, you'll need a lot of saline water, which can create all the mud you need (instead of using the salination plant recipe). Fair enough. I may still throw in the recipe for myself since I'm currently just clarif...
- Wed Feb 19, 2020 11:48 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1574840
Re: Development and Discussion
Am I the only one who tries to get into farming and tree production and quickly runs out of mud? I've started considering just making a loop of washers to churn out mud. I need mud for soil as well as all of the swamp farming. Would it be possible to make a recipe that just takes the mud water from ...
- Fri May 26, 2017 4:57 pm
- Forum: Mods
- Topic: [MOD 0.15] AAI Industry
- Replies: 166
- Views: 119423
Re: [MOD 0.15] AAI Industry
This mod is super fun IMO. I want it to go even farther! My favorite part is that Green Science no longer requires circuit boards, so you you don't need a wood source with Bobs/Angels. You should consider deeper integration with angel's new cement bricks, etc. More advanced structure would require c...
- Sat May 06, 2017 4:01 am
- Forum: Angels Mods
- Topic: Updates thread
- Replies: 1
- Views: 1613
- Sun Apr 30, 2017 3:27 am
- Forum: Modding help
- Topic: Can you add new map-gen 0.1 presets via modding? If so, how?
- Replies: 2
- Views: 1222
Re: Can you add new map-gen 0.1 presets via modding? If so, how?
Awesome, thanks
- Sat Apr 29, 2017 8:13 pm
- Forum: PyMods
- Topic: pY Coal Processing - Discussion
- Replies: 1787
- Views: 665306
Re: [MOD 0.14.x] pY Coal Processing
As a suggestion, you may want to break up your mods into different pieces: ie. pyCoalPower, pyScience, pyCoalProducts, etc. To be honest, I probably wouldn't want to use a science overhaul so soon but I enjoy using pyCoal to extend the power life time of my coal. Also, I know I've seen some folks co...
- Sat Apr 29, 2017 7:58 pm
- Forum: Modding help
- Topic: Can you add new map-gen 0.1 presets via modding? If so, how?
- Replies: 2
- Views: 1222
Can you add new map-gen 0.1 presets via modding? If so, how?
Title pretty much sums it up: Can you add new 0.15 map-gen presets via modding? If so, which files would I need to look at to change or copy?
- Mon Apr 24, 2017 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [0.15.0] "Value must be a dictionary in property tree at ROOT.other"
- Replies: 52
- Views: 23613
Re: [0.15.0] Startup problem with Factorio
Cloud Sync fixed mine too.
- Sat Apr 01, 2017 8:16 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1574840
Re: Development and Discussion
Not sure if bug. Molten tin takes 3 times as long to make. 4 ingots for 4 molten tin in 4 seconds, whereas most every other metal melts at 12 ingots for 12 molten metal in 4 seconds. Not a huge deal but breaks my pretty foundry all up. Edit: Changed the value for myself. Foundry doesn't have weird h...