Search found 66 matches
- Tue Sep 08, 2020 10:21 pm
- Forum: Angels Mods
- Topic: Infinite Ores Adjacent
- Replies: 3
- Views: 1853
Re: Infinite Ores Adjacent
You can use an AAI Miner to mine just the non-fluid-requiring ore patches; I've done that a few times.
- Wed Jun 10, 2020 9:46 pm
- Forum: Releases
- Topic: Version 0.18.31
- Replies: 56
- Views: 30281
Re: Version 0.18.31
Added experimental Color Filters graphics option to attempt to improve accessibility for color-blind players. On the one hand, it's very cool that you're even thinking about features like this. On the other hand, it seems to fall into the usual trap of assuming that the only kind of colourblindness...
- Sat May 16, 2020 5:05 pm
- Forum: Angels Mods
- Topic: Can't make resin without resin
- Replies: 3
- Views: 2675
Re: Can't make resin without resin
There were a lot of updates to Angel's and Bob's that are only available for Factorio 0.18. Angel's mods changed this point: Now you don't need resin for solder early game. The earliest you really need resin is for phenolic boards β and you have to use 10 wood to make 1 resin, if you don't make it ...
- Sat May 16, 2020 4:58 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404206
Re: Bugs & FAQ
Angel's Exploration is missing a call to angelsmods.functions.OV.execute() in data-updates.lua; without that, any recipe changes just sit in the table until the next Angel's mod calls OV.execute(), which finally carries out the recipe changes, and results in a misleading prototype history.
- Sat May 16, 2020 4:53 am
- Forum: Not a bug
- Topic: [0.18.24] Recipe prototype history shows wrong mods.
- Replies: 5
- Views: 1956
Re: [0.18.24] Recipe prototype history shows wrong mods.
So both mods are changing recipes around to zero end effect but because they change how the definition is ordered they get marked as changing things. Then why isn't the one mod that very definitely actively changes the recipe (Angel's Exploration, which is replacing the iron gear wheels with the su...
- Fri May 15, 2020 8:35 pm
- Forum: Not a bug
- Topic: [0.18.24] Recipe prototype history shows wrong mods.
- Replies: 5
- Views: 1956
Re: [0.18.24] Recipe prototype history shows wrong mods.
So both mods are changing recipes around to zero end effect but because they change how the definition is ordered they get marked as changing things. Then why isn't the one mod that very definitely actively changes the recipe (Angel's Exploration, which is replacing the iron gear wheels with the su...
- Fri May 15, 2020 8:23 pm
- Forum: Releases
- Topic: Version 0.18.24
- Replies: 39
- Views: 22700
Re: Version 0.18.24
-Changed rail segment visualisation colors to be more different from rail signal colors (red/green). Magenta is harder to see than red was. It's luminosity is almost identical to the rail. It doesn't particularly matter whether or not you see it, as long as you don't conflate it for adjacent colors...
- Fri May 15, 2020 5:12 am
- Forum: Not a bug
- Topic: [0.18.24] Recipe prototype history shows wrong mods.
- Replies: 5
- Views: 1956
[0.18.24] Recipe prototype history shows wrong mods.
Sometimes, the prototype history for recipes indicates the wrong mod(s). As you can see from the screenshot below, it claims the recipe for the basic gun turret is modified by "Angel's Refining" and "Angel's Petro Chemical Processing". Needless to say, neither of those mods refer...
- Tue May 12, 2020 5:12 pm
- Forum: Releases
- Topic: Version 0.18.23
- Replies: 12
- Views: 11651
Re: Version 0.18.23
I would just like to say, "Holy fucking shit! This is awesome!"FactorioBot wrote: βTue May 12, 2020 12:09 pm
- Added the Prototypes GUI (ctrl + shift + E).
- Added the Prototype Explorer GUI (mouse over most anything + ctrl + shift + F).
- Thu Jan 02, 2020 1:30 pm
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 212864
- Thu Oct 17, 2019 7:07 pm
- Forum: Releases
- Topic: Version 0.17.70
- Replies: 32
- Views: 20187
Re: Version 0.17.70
On the flip side, I imagine that creating artificial bottlenecks could now become extremely (inappropriately?) useful. If that works out, that may be too much of an accidental defensive buff paired with the belt interaction change here: https://factorio.com/blog/post/fff-283 ...? How does "bit...
- Wed Oct 16, 2019 7:53 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344220
Re: [MOD 0.17] Orbital Ion Cannon 1.7.2
It seems that changes in the Mod Settings to the Cooldown time do not change the timer. I have set it to 3600 seconds for the cooldown in the menu, but the timer remains at 300 seconds. Can this be looked into? You're not expecting an already-active timer to change values, are you? The cooldown set...
- Wed Oct 16, 2019 6:12 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344220
Re: [MOD 0.17] Orbital Ion Cannon 1.7.2
It seems that changes in the Mod Settings to the Cooldown time do not change the timer. I have set it to 3600 seconds for the cooldown in the menu, but the timer remains at 300 seconds. Can this be looked into? You're not expecting an already-active timer to change values, are you? The cooldown set...
- Sat Sep 21, 2019 1:21 am
- Forum: Mods
- Topic: [MOD 1.1] Loader Redux
- Replies: 132
- Views: 85266
Re: [MOD 0.16 / 0.17] Loader Redux 1.4.9
is it possible to have an update to connect to circuit network and have the same options as filter insertters? No; loaders are unable to be connected to the circuit network on the engine level. If you want something like a loader that behaves like a filter inserter, I'd suggest miniloaders (which w...
- Thu Jun 13, 2019 12:24 am
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 66968
Re: [MOD 0.15.15+] FNEI Mod
Chapeau-Claque wrote: βTue Jun 11, 2019 4:01 pm I'm trying to make fibreglass boards in Sea Block (story in Bob's and in Angels) and found that FNEI does not check the flag: enabled = "false".
In short, a recipe shows up in FNEI but can't be used in playing.
Would you consider implementing such a check?
- Thu Jun 13, 2019 12:06 am
- Forum: Bob's mods
- Topic: Upgrading robots
- Replies: 7
- Views: 5386
- Thu Jun 13, 2019 12:01 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404206
- Tue May 28, 2019 10:13 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404206
Re: Bugs & FAQ
Angel's Refining adds barrelling, yet "Bottle Gas Processing", and fill/empty for "Gas Bottles" of Deuterium and Hydrogen Sulfide still seems to exist? (and Since they need an "air-pump" I'm not sure they're usable at all From what I understand those should be auto fol...
- Tue May 28, 2019 10:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571555
Re: Development and Discussion
A metal-mixing furnace (or multi-purpose furnace) is needed to make solder plate, copper-tungsten plate, tungsten carbide plate, and blue/orange alien alloy. A chemical-mixing furnace (or multi-purpose furnace) is needed to make lithium chloride (from lithia water), silicon carbide, silicon nitride,...
- Tue May 28, 2019 9:48 pm
- Forum: Angels Mods
- Topic: Hydrogen Sulfide Gas -> Hydrogen Sulfide
- Replies: 3
- Views: 2615
Re: Hydrogen Sulfide Gas -> Hydrogen Sulfide
Hydrogen Sulfide is too new for a conversion valve recipe to exist; at the moment, there is no way to make Deuterium with Angel's.