Search found 18 matches

by Ultimoos
Sat Jun 22, 2024 1:50 pm
Forum: News
Topic: Friday Facts #416 - Fluids 2.0
Replies: 464
Views: 76023

Re: Friday Facts #416 - Fluids 2.0

I came here to share my support and approval for this change.
by Ultimoos
Thu Jan 10, 2019 6:22 pm
Forum: PyMods
Topic: Pymods compatibility Mod
Replies: 81
Views: 55707

Re: Pymods compatibility Mod

https://www.dropbox.com/s/wsock5k739tym ... 8.png?dl=0
I turned off all mods except for Bob's and Angel's modules.
by Ultimoos
Thu Jan 03, 2019 4:12 pm
Forum: PyMods
Topic: Pymods compatibility Mod
Replies: 81
Views: 55707

Re: Pymods compatibility Mod

All latest versions. Plus of course your compatibility mod. For some reason PYcoalprocessing is not on mod list json. "name": "base", "name": "FARL", "name": "PickerExtended", "name": "StickyNotes", "name": &qu...
by Ultimoos
Tue Jan 01, 2019 5:05 pm
Forum: PyMods
Topic: Pymods compatibility Mod
Replies: 81
Views: 55707

Re: Pymods compatibility Mod

Newest build will not work with AngelPetrochem.
There is no "compressor" object in liquid nitrogen recipe.
by Ultimoos
Fri Aug 03, 2018 4:58 pm
Forum: News
Topic: Friday Facts #254 - No research queue for you
Replies: 223
Views: 93049

Re: Friday Facts #254 - No research queue for you

Research queue is not a critical feature but definitely useful one. Do not kill a complete solid and convenient feature, just because "you" think it's not fun. "We" think it's both fun and convenient to have. That is why there is a very popular mod that adds this queue. Like some...
by Ultimoos
Thu Apr 12, 2018 6:07 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1576203

Re: Development and Discussion

Not a bug. Core feature.
by Ultimoos
Tue May 23, 2017 4:08 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1410802

Re: Bugs & FAQ

Odd because it works for most other people. Cant see anything wrong from The list, but I will Change something when I'm back Home that should fix the error but would ne good to know what caused it. I had the same error. was ablet to fix it by changing data.raw.resource["infinite-angels-ore5&qu...
by Ultimoos
Mon May 22, 2017 5:30 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1410802

Re: Bugs & FAQ

angelsbioprocessing_0.4.0
angelsinfiniteores_0.6.10
angelspetrochem_0.5.8
angelsrefining_0.7.11
angelssmelting_0.3.2

And all newest Bob's mods.

I checked again, without Bob's mods and everything works. So I guess, there is a conflict between your mods and Bob's at the moment.
by Ultimoos
Mon May 22, 2017 4:35 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1410802

Re: Bugs & FAQ

I double checked. Infinite ores enabled, version 0.6.10. All mods updated to newest versions.
by Ultimoos
Mon May 22, 2017 3:21 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1410802

Re: Bugs & FAQ

I have this error. Everything updated to newest wersion.
http://imgur.com/4M72Iit
by Ultimoos
Fri Oct 30, 2015 8:35 pm
Forum: News
Topic: Friday Facts #110 - Tech art finished
Replies: 52
Views: 42621

Re: Friday Facts #110 - Tech art finished

Wait, you want us to chose favorite one? You can't be serious?
by Ultimoos
Tue May 20, 2014 5:16 pm
Forum: Modding help
Topic: Add alternative recipe for a vanilla item
Replies: 6
Views: 3698

Re: Add alternative recipe for a vanilla item

Thanks, it all makes sense now.
by Ultimoos
Tue May 06, 2014 6:04 pm
Forum: Modding help
Topic: Add alternative recipe for a vanilla item
Replies: 6
Views: 3698

Re: Add alternative recipe for a vanilla item

So all you really do is add a recipe and as a result you give it a vanilla item. So game uses your recipe instead of vanillas. But to achieve that, your recipe has to be loaded after game loads all vanilla mod stuff. Do you somehow have to make sure that game loads your mod last, or it somehow happe...
by Ultimoos
Sun May 04, 2014 10:25 pm
Forum: Modding help
Topic: basic mod-changing starter items
Replies: 7
Views: 4162

Re: basic mod-changing starter items

Also, how would I do the opposite? Can I make a mod that removes starting items? You'd use something like this character.removeitem{name="iron-plate", count=40} -- remove 40 iron plates from the character, or less if character doesn't have 40 character.removeitem{name="coal", co...
by Ultimoos
Sun May 04, 2014 10:24 pm
Forum: Modding help
Topic: Add alternative recipe for a vanilla item
Replies: 6
Views: 3698

Re: Add alternative recipe for a vanilla item

Actually, I was about to look that up myself. Could I ask you to share how you resolved this problem?
by Ultimoos
Sun May 04, 2014 3:20 pm
Forum: Modding help
Topic: basic mod-changing starter items
Replies: 7
Views: 4162

Re: basic mod-changing starter items

And if you are lazy I made a small mod for you :3 (Great I am to late XD) I am using the normal texteditor ;3 but you choose what you use. Greetings Kyte Edit1: Shit didnt see the posts XD Thanks, i was looking for something like that. Also, how would I do the opposite? Can I make a mod that remove...
by Ultimoos
Fri May 02, 2014 10:48 am
Forum: Ideas and Requests For Mods
Topic: Material cost option mod
Replies: 1
Views: 2739

Material cost option mod

Simple mod which allow to increase base material cost of items.
Option in map generation menu. Increase material cost of items x2/x3/x4 etc.
by Ultimoos
Fri May 02, 2014 9:01 am
Forum: Ideas and Suggestions
Topic: Material cost option.
Replies: 0
Views: 2512

Material cost option.

This idea is mainly for randomly generated worlds. I'd like to have an option in world generation menu about material cost. For example. For this world I'm generating I want all items to have material cost increased x2/x3/x4 etc. Why idea like this? I have a feeling that player progresses in game a ...

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