Search found 15 matches
- Sat Mar 27, 2021 9:28 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404104
Re: Bugs & FAQ
With all overhauls enabled, I have not figured out how to progress with the modules research. I have not find a lab that would accept both module parts and the yellow analyzer. In addition, Bob's Lab 2 is still enabled, however it cannot accept any of Angel's science analysers and is useless. Speed ...
- Sat Feb 20, 2021 10:56 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404104
Re: Bugs & FAQ
Was using 0.18.4 versions of Bob and Angel Shiny. They did work for me but I may had them manually enabled them for 1.1. They do not appear in the mod lists. So I should only blame myself.
So continue without Shiny and using only the great Kirazy's work.
So continue without Shiny and using only the great Kirazy's work.
- Fri Feb 19, 2021 5:24 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404104
Re: Bugs & FAQ
Thanks for the check.
DIsabled Shiny Gfx and it is working again.
DIsabled Shiny Gfx and it is working again.
- Thu Feb 18, 2021 5:16 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404104
Re: Bugs & FAQ
Used Coolant don't flow from Casting Machine in any motor casting recipies. The recipes for to make Motor casing 1 from Molten iron and Reusable mold takes fresh coolant, not used coolant. You need to cool the used coolant down in a cooling tower and filter it to make it re-usable again. However th...
- Tue Dec 01, 2020 5:59 pm
- Forum: Not a bug
- Topic: [1.1.3] Unexpected behaviour when draging power poles
- Replies: 4
- Views: 2162
Re: [1.1.3] Unexpected behaviour when draging power poles
OK, I did a bit of research, and this is not an issue in vanilla. You are right. However, this started to be a problem in Angel/Bob game with Lighted Electric Poles + after the 1.1 update. Only the lighted poles behave incorrectly now, the standard ones are OK. I will report it to the mod authors as...
- Tue Dec 01, 2020 5:29 pm
- Forum: Not a bug
- Topic: [1.1.3] Unexpected behaviour when draging power poles
- Replies: 4
- Views: 2162
[1.1.3] Unexpected behaviour when draging power poles
I would normally drag a new power pole by first clicking (and hold) on the existing pole and then dragging it out. Up to the 1.0 version, it placed the next pole in the maximum distance. This was very handy in that you do not have to measure the distance where to place the first pole. The same metho...
- Thu Nov 26, 2020 8:06 pm
- Forum: 1 / 0 magic
- Topic: [kovarex] [1.0.0] Crashed when loading saves
- Replies: 7
- Views: 2499
Re: [1.0.0] Crashed when loading saves
I think I did get the same.
Trying to load a game with loads of mods that were not updated to 1.1 yet, the game crashed during the save load.
Got fixed when I have disabled the not valid mods first.
Did not keep the log
Trying to load a game with loads of mods that were not updated to 1.1 yet, the game crashed during the save load.
Got fixed when I have disabled the not valid mods first.
Did not keep the log
- Fri Jul 03, 2020 4:35 pm
- Forum: News
- Topic: Friday Facts #354 - Launch party and HR power switch
- Replies: 33
- Views: 20815
Re: Friday Facts #354 - Launch party and HR power switch
Is it only me who feel that it is strange that the plug has two poles/plugs but all power connections is using just single wire?
- Mon Jun 01, 2020 8:19 pm
- Forum: News
- Topic: Friday Facts #348 - The final GUI update
- Replies: 143
- Views: 60568
- Mon Mar 30, 2020 5:30 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404104
Re: Bugs & FAQ
... Is there a fix for the not enabled rocket silo technology yet? I have updated today (30.3) and still cannot research it. Rocket silo? Are you sure that you don't mean rocket fuel? If so.. We're not aware of the rocket silo being unable to be researched... If you read DrJones initial post, he in...
- Mon Mar 30, 2020 5:05 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404104
Re: Bugs & FAQ
After upgrading to the latest Angel's mods today (which updated smelting, refining, petrochem, industries and bioprocessing), my save is now in a state where I can't research 'Rocket Silo'. FWIW, when the upgrade happened I think I was actually researching that tech. Now, though, when looking throu...
- Sun Mar 08, 2020 12:44 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 33168
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Please, please, please make the new statistics window remember the time frame that was previously selected. Iβd much rather see the 10m or the 1h stats than the last 5 seconds, and it would be great if the window could remember that selection. I second this. Also, I'd like to suggest re-thinking th...
- Fri Mar 06, 2020 9:38 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 33168
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Better to see the electricity consumtion/demand as a single bar for both When available > demand/use XXXXXXXXXXXXXXXXXXXXX xxxxxxxx When available < demand/use XX XXXXXXXXXXXXXXXXXXXXXXXXXXX I sort of like this idea, but I think I'd still like both bars, just formatted like: Demand: (instead of the...
- Fri Mar 06, 2020 8:23 pm
- Forum: News
- Topic: Friday Facts #337 - Statistics GUI and Mod Debugger
- Replies: 74
- Views: 33168
Re: Friday Facts #337 - Statistics GUI and Mod Debugger
Better to see the electricity consumtion/demand as a single bar for both
When available > demand/use
XXXXXXXXXXXXXXXXXXXXXxxxxxxxx
When available < demand/use
XXXXXXXXXXXXXXXXXXXXXXXXXXXXX
When available > demand/use
XXXXXXXXXXXXXXXXXXXXXxxxxxxxx
When available < demand/use
XXXXXXXXXXXXXXXXXXXXXXXXXXXXX
- Wed Feb 12, 2020 7:17 pm
- Forum: Ideas and Suggestions
- Topic: Multi-window / multi-monitor gaming
- Replies: 8
- Views: 5328
Re: Multi-window / multi-monitor gaming
I agree as well. In other programs I often keep most of the "work area" on main monitor and use the second one for all navigators, overviews, toolbars, etc.