Search found 46 matches
- Tue May 09, 2017 6:06 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405425
Re: Bugs & FAQ
Hey Angel. Any thoughts on the Clarifier / Flare Stack bug? I keep getting a million barrels of hydrogen and saline water gumming up the works. I can only say that aside from the fluid values in the recipes nothing changed o both of them. So my guess is that it is related to wonky vanilla fluids me...
- Tue May 09, 2017 5:46 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405425
Re: Bugs & FAQ
Hey Angel. Any thoughts on the Clarifier / Flare Stack bug? I keep getting a million barrels of hydrogen and saline water gumming up the works.
- Mon May 08, 2017 12:45 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405425
Re: Bugs & FAQ
Just for people having the Clarifier issue, I have no idea whats causing it, but having at least certain amount of pipe before the Clarifier (like 10+ ? I didn't test it rigorously) seems to fix it for now, as a work around.\ Hi I'm running both angels and bobs mods and I found that after researchin...
- Sat Jun 25, 2016 12:01 am
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 18435
Re: Introducing NARMod 4.1
Err... sorry, whats the point of liquid metal? Its a step along the way for creating metal plates. Pipe it into a Forge to produce plates. i've built electric furnace and when i open it it gives me list of everything and everything is red with no subcategories. Electric Furnaces will work just like...
- Tue Jun 21, 2016 7:27 pm
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 18435
Re: Introducing NARMod 4.1
Well, I don't have time today to give Angels Mod a proper look through, but from what I can tell, it looks pretty amazing. Its essentially what I was trying to do with my refining changes. I'd love to make sure that NARMod is fully compatible with it, and package them together, with the permission o...
- Tue Jun 21, 2016 7:18 pm
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 18435
Re: Introducing NARMod 4.1
Hey everyone. I checked back a few times for the first few days but didn't get any responses here or on reddit, so I kind of forgot about this thread. Now I see there's been a bunch of activity! Let me respond to everything. 1. There are issues with what items can be handcrafted, and which cannot. 2...
- Fri Jun 03, 2016 4:42 pm
- Forum: Mods
- Topic: Introducing NARMod 4.1
- Replies: 35
- Views: 18435
Introducing NARMod 4.1
Link: https://www.mediafire.com/?6kqu7c23hpsa4j1 Has it really been a year since my last release? Yeesh. Extract the contents of the .rar into your mods folder. There are a bunch of other mods included that are optional but greatly improve gameplay, including Treefarm, RSO, Warehousing, Landfill, an...
- Fri Jul 03, 2015 7:32 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
I played it multiplayer a couple of versions ago and it worked fine, but haven't tried it lately. Lava-600 and Lava-1400 I believe are associated with DyTech, not this mod.
- Tue Jun 23, 2015 2:44 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
Blu3wolf - Look into making Advanced Rifle Magazines. They do more damage than the regular ones, and will consume high quality copper in the process rather than low.
- Mon Jun 22, 2015 12:41 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
pib - I actually sent a message to the devs about that. I'd rather the evaporators just destroy the water with no output, but the game won't let you make a recipe with no outputs, it just returns an error saying 'you must have at least one output'. No reason for it at all really, as far as I can tel...
- Sun Jun 21, 2015 1:50 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
Crushed Stone is definitely a bug. I went through the code, and realized that when I removed the tech requirement for Crushers and the various ore crushing recipes, I never set just plain old Crushed Stone to be enabled (because its in the concrete file, and not the metallurgy one). Stone will be cr...
- Sat Jun 20, 2015 4:20 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
Whoops. The behavior you expected is right, the crushed stone recipe must be set to the wrong category. You'll also get crushed stone from froth flotation, but you should be able to crush the stone in a crusher as well. As for the stone sorter to make all different types of rocks... its definitely p...
- Sat Jun 20, 2015 1:51 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
db48x - Good catch, I'll redo the descriptions. I think a lot of the concentrates are wrong too. Blu3wolf - I think that's from back when I was trying to figure out how to make the workshop so you could go inside it and be visible. The game doesn't really support that though, I'll fix it. Takezu - G...
- Fri Jun 19, 2015 11:31 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
Takezu - You're right about this being a potential problem. Originally I had each metal assigned to a specific ore (the three main ones were iron, copper and tin, everything else came from those), and the problem you described was massive and very frustrating. I'm hoping with this system the problem...
- Fri Jun 19, 2015 8:32 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
Okay, I don't know how much time I'll have to work on this over the weekend, so I wanted to at least get something out before then. This has NOT been thoroughly tested at all, so no promises. Even when I do my best to test things, bugs have happened, and I've barely tested the new content. So... we'...
- Wed Jun 17, 2015 8:32 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
boro - Nope, looks like its an oversight on my part. It should be made in a Chemical Plant like everything else in that production line, but Chemical Plants can't take 3 liquid ingredients. Easy fix... add Chlorobenzene as an intermediate step. I'll post a new version in a bit. Work is still going o...
- Fri Jun 12, 2015 2:03 am
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
Takezu - I like this idea a lot. I'll give it a try. Rock throwers are another solid idea, but I'd have to make new animations and stuff.
- Thu Jun 11, 2015 12:16 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
Boro: You are correct. The biggest problem with all of this added complexity is just that it takes too much time to get decent defenses up and running. It only gets worse in 4.0, since with the method of refining ores becoming as completely realistic as I can make it, it will take even longer. Right...
- Sat Jun 06, 2015 12:49 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.4
Yeah, 4.0 might be a better designation.
As far as Zinc goes... yeah, it needs some work, as far as accuracy goes. I'm rebuilding all of the ores and smelting from the ground up right now. Its an interesting challenge to balance the gameplay around.
As far as Zinc goes... yeah, it needs some work, as far as accuracy goes. I'm rebuilding all of the ores and smelting from the ground up right now. Its an interesting challenge to balance the gameplay around.
- Fri Jun 05, 2015 3:24 pm
- Forum: Mods
- Topic: [UPDATED] Introducing NARMod 3.4
- Replies: 171
- Views: 105833
Re: [UPDATED] Introducing NARMod 3.1
3.4 is up. It's not only save compatible, but should automatically migrate everything properly. You'll need to research some of the new techs, and you'll need to redesign any production lines which have had their recipes changed, but I managed to switch over an old endgame 3.1 save file to a working...