Search found 250 matches

by Zyrconia
Tue Aug 29, 2017 8:42 pm
Forum: Mods
Topic: [MOD 0.16] Upgrade planner
Replies: 329
Views: 212995

Re: [MOD 0.15] Upgrade planner

OK, stupid question, but did the way the mod works change recently?

In my latest game I can't find or craft any upgrade tool. Only the configuration dialogue works, but I can't seem to find the item.

Thanks!
by Zyrconia
Fri Jun 30, 2017 1:25 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421316

Re: Development and Discussion

How the hell do you get mud? I looked over the recipes and it looks like a circular dependency list. Everything that gives mud uses some kind of mud water which eventually needs mud. BTW, Smelting is in a good place right now. I'm not sure it needs the complication of having a new kind of clay brick...
by Zyrconia
Sat May 27, 2017 8:31 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 359822

Re: [0.15.x] Bob's Mods: General Discussion

MY parallel play of the same campaign, one vanilla, one Bob's continues. Some observation: 1. There is Basic oil and Basic oil + Sulphur. They both give the same amounts of gas, but one gives free sulphur. Is this a bug? 2. In the startup options of config there is a single checkbox on by default, t...
by Zyrconia
Sat May 27, 2017 8:24 am
Forum: Resolved Problems and Bugs
Topic: Hard crash with mods on 0.15
Replies: 5
Views: 1130

Re: Hard crash with mods on 0.15

Can confirm, fixed!
by Zyrconia
Fri May 26, 2017 6:07 pm
Forum: Resolved Problems and Bugs
Topic: Hard crash with mods on 0.15
Replies: 5
Views: 1130

Re: Hard crash with mods on 0.15

posila wrote:Thanks for the report.
Fixed in 0.15.15 (just released)
Wow!

You have got to be kidding me! Already? Or did you find it before the report?

You guys are fantastic! Hope you get 2 million sales!
by Zyrconia
Fri May 26, 2017 5:47 pm
Forum: Resolved Problems and Bugs
Topic: Hard crash with mods on 0.15
Replies: 5
Views: 1130

Re: Hard crash with mods on 0.15

Further updates:

it looks like anything I'm doing with Nanobots crashes.

Worked perfectly before, so I'm guessing that 0.15.14 did something and Nanobots is no longer compatible. The author of Nanobots might look into it, but Factorio should probably not crash.

Thank you!
by Zyrconia
Fri May 26, 2017 5:37 pm
Forum: Resolved Problems and Bugs
Topic: Hard crash with mods on 0.15
Replies: 5
Views: 1130

Hard crash with mods on 0.15

Hi there!

I am experiencing a hard crash.

I think the game autosaved just as I put down a blueprint with Nanobots. It crashed then and crashes every time I load the game.

Attached savefile and crash log.
by Zyrconia
Wed May 24, 2017 7:34 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 359822

Re: [0.15.x] Bob's Mods: General Discussion

To test out 0.15 and Bob's too, I'm doing two runs in parallel: one vanilla and one with all of Bob's, no Angel's.

To test out game feel, progression and balance.

Up to this point I have only one observation: the change of lights using BCB instead of BEB is really good!
by Zyrconia
Tue May 23, 2017 11:04 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421316

Re: Development and Discussion

PS: I know you can make plastic in several ways and you can ignore oil + gas. It was just an example. But eventually you need to go into oil + gas, so at best you end up postponing the problem. You can actually totally ignore oil and I think also ignore totally the gas (so far, didnt re-need it yet...
by Zyrconia
Tue May 23, 2017 8:16 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421316

Re: Development and Discussion

Meaning that you find petrochem easier than refining? That's terrifying. :) Petrochem is only difficult because the chemistry is scary because the names are hard to remember and hard to understand. Very few people feel comfy with chemistry at all. But the actual implementation of the production sys...
by Zyrconia
Mon May 22, 2017 9:06 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1251890

Re: Bugs & FAQ

https://mods.factorio.com/mods/atchoum/ ... you-hidden

Maybe you can use this mod to search for tech that is hidden and shouldn't be?
by Zyrconia
Sun May 21, 2017 10:41 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 359822

Re: [0.15.x] Bob's Mods: General Discussion

Nexela wrote:Angel has flare stacks and clarifiers that "replace" the bob vents
Flare stacking some gases is a bit silly though...

Haven't tried the latest version, but in the past both existed in parallel. Gas vents should only take gases.

Gas vent needs to remain. Clarifiers are fine though.
by Zyrconia
Sun May 21, 2017 7:25 pm
Forum: News
Topic: Friday Facts #191 - Gui improvements
Replies: 380
Views: 154310

Re: Friday Facts #191 - Gui improvements

I'm all for moving it into a tab, but, we still need a quick way of seeing which weapon we have equipped. I didn't make it very clear in FFF, you you can still see your active weapon and ammo, something like this, possibly attached to the quickbar: Capture.PNG That works only with vanilla weapons. ...
by Zyrconia
Wed May 17, 2017 10:41 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1251890

Re: Bugs & FAQ

On weird non-bug that I found is that if you put frequency to very high, no RSO, starter area Stir and Saph get really high with normal size and richness. Most maps have over 2 million in at least one of the starter patches. Off-topic rant: I'm trying out map setting for an anti RSO campaign; with R...
by Zyrconia
Wed May 17, 2017 8:52 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 359822

Re: [0.15.x] Bob's Mods: General Discussion

I think Galena is near impossible to see on the map. Especially with default map generation options, there is a single tiny patch on your maps you need a lot of time to find. This is like 90's pixel hunt adventure game. 0.15 map popup helps a bit, but still... Does anyone else think this is a problem?
by Zyrconia
Wed May 17, 2017 8:21 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421316

Re: Development and Discussion

Angel, is it possible to add an override for players that don't want to use Bob's Electronics. Setting the recipes to only need Electronic, Advanced, Processing Units and changing them replacing the couple of instances when Bob's Electronics are installed. Man, Factorio has the most complex mods ev...
by Zyrconia
Wed May 17, 2017 7:56 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421316

Re: Development and Discussion

Infinite ores shine brightly. It's a very neat effect when RSO is being used and you see a shiny dot in the middle of a patch. It helps differentiate the ores quite nicely. Ahhh, indeed. Infinite ores are shiny. That's good enough for me! Really bad with details right now since I'm updating more pl...
by Zyrconia
Wed May 17, 2017 7:34 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421316

Re: Development and Discussion

So Angel, have you decided upon Uranium? Separate ore or result of sorting? Sorry if I missed your answer before. The ore patches have been removed in the latest updates :) (If you play refining + bobs) Thanks! The only downside is that now we don't have light emitting ores on the map :). Like I sa...
by Zyrconia
Tue May 16, 2017 8:27 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421316

Re: Development and Discussion

So Angel, have you decided upon Uranium? Separate ore or result of sorting?

Sorry if I missed your answer before.
by Zyrconia
Wed May 10, 2017 8:55 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421316

Re: Development and Discussion

There should be a simple bool option to remove all barreling recipes from the entire game though config. Fully optional and probably off by default.

Sorry if there already is and I haven't noticed.

Go to advanced search