Search found 24 matches

by Cyres
Thu Jan 26, 2017 8:54 pm
Forum: Angels Mods
Topic: [0.15.x] Petrochem Plus
Replies: 98
Views: 63447

Re: [0.14.x][Angel's petrochem] Petrochem Plus

Poll: Dunno the difference between the first two, but definitly one of those :D

Regarding Cinema 4D: Break the Phong edges near the bevel so get rid of the odd edges. (Phong Break Roundings and Phong Break Milters if you use the bevel tool)
by Cyres
Fri Dec 23, 2016 1:18 pm
Forum: Mods
Topic: [0.17.x] AnonyMods - Overhaul mod
Replies: 174
Views: 73230

Re: [0.14.x] AnonyMods - Overhaul mod

This looks pretty cool, how far this mod is compatible with other big mods (like Bobs, angels etc.)?
by Cyres
Tue Dec 20, 2016 1:58 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1404745

Re: Bugs & FAQ

Newest Version works fine :D
by Cyres
Tue Dec 20, 2016 1:39 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1404745

Re: Bugs & FAQ

Fix: In File prototypes/recipes/bio-processing-paste.lua: Line 19 change to "alien-spores" In File prototypes/recipes/bio-processing-alien.lua: Line 148 change to "paste-cobalt" Line 167 change to "paste-copper" Line 186 change to "paste-gold" Line 205 change ...
by Cyres
Mon Aug 22, 2016 3:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1571993

Re: Development and Discussion

No thanks i want BIG chests its looks conveniently :D Any news about Petrochem mod? - its your main development task? isn't it? it is necessary to carefully consider the issue of overriding bob technologies? may be you'll put list of technologies which you are want to override? because bob mods wor...
by Cyres
Thu Jun 30, 2016 1:46 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1404745

Re: Bugs & FAQ

Arch666Angel wrote:So yeah I will prolly do a quick fix for it to work with 0.13, but no new features.
Nice, this would totally be enough for now :D Thanks!
by Cyres
Thu Jun 30, 2016 1:51 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1404745

Re: Bugs & FAQ

Hey, does it worth waiting for angels processing before starting a new game or will you release it soon for 0.13.x?

Edit: Sry, wrong topic. Should have been in the Dev-Topic...
by Cyres
Mon Jun 27, 2016 11:20 pm
Forum: General discussion
Topic: Lazy Bastard Achievement - No hand crafting challenge
Replies: 62
Views: 108359

Re: Lazy Bastard Achievement - No hand crafting challenge

Well, it's possible with exactly 100 crafts:
20160629121358_1.jpg
20160629121358_1.jpg (606.68 KiB) Viewed 64258 times
by Cyres
Mon Jun 27, 2016 7:43 pm
Forum: General discussion
Topic: My steam is updating!!
Replies: 11
Views: 4720

Re: My steam is updating!!

I had to opt into the 0.13.0 Beta, just a hint for others :D
by Cyres
Tue Jun 21, 2016 9:40 pm
Forum: Mods
Topic: Introducing NARMod 4.1
Replies: 35
Views: 18424

Re: Introducing NARMod 4.1

damienreave wrote:I'm not familiar with Angels Mod but I'll look into it.
May you have a look at my adjustments? There is an example for a progression chain too :)
by Cyres
Fri Jun 17, 2016 8:06 am
Forum: General discussion
Topic: Have Some Questions Before I Buy.
Replies: 120
Views: 125332

Re: Have Some Questions Before I Buy.

ssilk wrote:I made it sticky, cause that question comes about every 2 month.
Oh no, that means you have to answer this... every 2 month :shock: :lol:
by Cyres
Thu Jun 09, 2016 11:08 am
Forum: Angels Mods
Topic: NARMod-tweaks-0.1.2
Replies: 0
Views: 2277

NARMod-tweaks-0.1.2

I made some Tweaks to the Angels mods for the NARMod if someone is interested in it :) What is working? Angel's Refining (required) Angel's Infinite Ores (required) Angel's Processing (Bio only, optional). Only download the adjusted version, not the original mod! What is not working? Angel's Process...
by Cyres
Thu Jun 09, 2016 10:57 am
Forum: Mods
Topic: Introducing NARMod 4.1
Replies: 35
Views: 18424

Re: Introducing NARMod 4.1

Okay, finished the first iteration of adjustments. What is working? Angel's Refining (required) Angel's Infinite Ores (required) Angel's Processing (Bio only, optional). Only download the adjusted version, not the original mod! What is not working? Angel's Processing (rest, maybe i'll add it later) ...
by Cyres
Thu Jun 09, 2016 6:26 am
Forum: Mods
Topic: Introducing NARMod 4.1
Replies: 35
Views: 18424

Re: Introducing NARMod 4.1

Catbert wrote:I agree that Narmod should support Angels mods.
I'm on it :D
by Cyres
Thu Jun 09, 2016 4:56 am
Forum: Mods
Topic: Introducing NARMod 4.1
Replies: 35
Views: 18424

Re: Introducing NARMod 4.1

Okay I tested it and... First of all I really like the complexity! Haven't played much but is everything that small stepped like the beginning? Complete rework of the metallurgy system. All ores besides iron and copper are now derived from 'subsidiary ore', which is obtained as a byproduct of advanc...
by Cyres
Tue Jun 07, 2016 2:36 pm
Forum: Mods
Topic: Introducing NARMod 4.1
Replies: 35
Views: 18424

Re: Introducing NARMod 4.1

I'll defenitly try it out but please upload it as zip-file due to factorio can load mods, packaged in zips ;)

Edit: Did you upload your mod folder?
by Cyres
Wed Jun 01, 2016 7:09 am
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 343457

Re: MOD [0.12+] Bio-Farm 1.1.6 - Tree Farming Mod

Of course there is an advantage in size but there should be another imo. Maybe multiply output by 1.5 when using any fertilizer?

There is a tool, called Foreman, sadly it only works on Windows (.Net :roll: ). It works very well, even with modded content.
by Cyres
Tue May 31, 2016 9:25 pm
Forum: Mods
Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
Replies: 592
Views: 343457

Re: MOD [0.12+] Bio-Farm 1.1.6 - Tree Farming Mod

I really don't get why i should use Fertilizer. the normal fertilizer is super expensive in comparison to the non-fertilized-wood and the advanced fertilizer has the same wood output but less pulp output. In addition there are the huge costs of the fertilizer itself (Science+stone). I appended a pic...
by Cyres
Thu May 19, 2016 6:08 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1404745

Re: Bugs & FAQ

Found a Bug in angelsrefining: File: prototypes/buildings/ore-refinery.lua, Line 176/177 Collision box of the ore refinery 3 is too small. Replace these two lines with collision_box = {{-3.4, -3.4}, {3.4, 3.4}}, selection_box = {{-3.5, -3.5}, {3.5, 3.5}}, Edit: Whoops, the ore refinery 3 isn't craft...
by Cyres
Thu May 05, 2016 7:18 pm
Forum: Mods
Topic: [MOD 0.12.x] Unstable ground
Replies: 27
Views: 21532

Re: [MOD 0.12.x] Unstable ground

Awesome mod, but i tweaked it for me: Stone-path is still placeable and not generated via Worldgen :D

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