Search found 14 matches

by waabsheshi
Mon Aug 13, 2018 7:18 pm
Forum: Angels Mods
Topic: Show me yours...
Replies: 62
Views: 55002

Re: Show me yours...

Frost wrote: Now that we have refined concrete, there is no way in hell I am using the god-awful pink brick :D
In the current version Clay Brick is no longer pink (it's now a nice brown). I haven't gotten concrete production up yet and much of my base is already paved.
by waabsheshi
Thu Aug 09, 2018 5:27 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 104514

Re: [MOD 0.16] Bulk Rail Loaders

Thanks, I just tried this and it works quite nicely. My setup is now way tidier than the one with power switches.
by waabsheshi
Wed Aug 08, 2018 9:01 pm
Forum: Angels Mods
Topic: Catalyst sorting
Replies: 4
Views: 5294

Re: Catalyst sorting

What I do is to use the circuit network only switch to catalyst sorting when there is an imbalance of pure ores in storage and to use mixed sorting otherwise (and build up catalyst).
by waabsheshi
Mon Aug 06, 2018 8:46 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 104514

Re: [MOD 0.16] Bulk Rail Loaders

I'm Could we get some circuit control for the loaders and unloaders? You already said you don't want a "set filter" feature but how about "enable"? This is mostly needed for LTN stations. First LTN says how much to load into a train and I would like the bulk loader to stop if tha...
by waabsheshi
Mon Aug 06, 2018 3:18 am
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 104514

Re: [MOD 0.16] Bulk Rail Loaders

LTN stations have multiple entities and wire connections and seem to get them working flawlessly. Maybe take a peak there. Yes, I'm looking at LTN for inspiration. Enable/Disable control would still be useful even it shares a circuit connection with reading contents. We could always use a virtual s...
by waabsheshi
Sat Aug 04, 2018 12:07 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1397073

Re: Development and Discussion

Would it be possible to get a recipe to produce CO2 from coke? That would be quite realistic and help clean up a lot of spaghetti by not having to belt coal around to nearly as many places (which often also need coke).
by waabsheshi
Mon Mar 12, 2018 5:18 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 296994

Re: [MOD 0.16] Xander Mod v1.5.1

It is, but i think that the optional part is a mistake.
by waabsheshi
Sun Mar 11, 2018 9:22 pm
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 296994

Re: [MOD 0.16] Xander Mod v1.5.1

Maybe you should make RSO a required dependency in the same version you change the ores, as both changes require generating a new map. Perhaps this should be called version 2.0 due to the severity of breakage. Also, I think you should make loaders-redux required as well since loaders are the only wa...
by waabsheshi
Sun Feb 25, 2018 7:01 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 296994

Re: [MOD 0.16] Xander Mod v1.5.1

I've turned my current game into a bit of a bug bash (fixing bugs as I find them while playing) and I'm posting the results to my github. I've taken care of a few already. https://github.com/george-steel/Xander-Mod I've noticed that the electronic circuit recipies seem a bit haphazard and unrealisti...
by waabsheshi
Wed Oct 25, 2017 2:46 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 296994

Re: [MOD 0.15+] Xander Mod v1.3.0

Looks like I've gotten through most of the completed work. I've gotten steel gear mechanisms completely automated and circuits mostly automated (with a few chest pairs where the spaghetti got bad). Pretty interesting so far although there doesn't seem to be much of a point to automating science sinc...
by waabsheshi
Wed Oct 18, 2017 3:09 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 296994

Re: [MOD 0.15+] Xander Mod v1.3.0

I'm glad I could help, and it's always interesting to hear your stories. Having studied some chemistry, I find your recipies a lot more fun to play (WAY less immersion-breaking) than the vanilla ones. On this note, something else that would be interesting to see is large scale versions of machines, ...
by waabsheshi
Wed Oct 18, 2017 1:07 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 296994

Re: [MOD 0.15+] Xander Mod v1.3.0

I've been thinking about the motor recipies and have a few suggestions. For realism, I think the roles of brushless and induction motors should be switched since induction motors became widespread fairly early on (early 20th century, only a few decades after brushed motors) and are a very simple des...
by waabsheshi
Tue Oct 17, 2017 7:21 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 296994

Re: [MOD 0.15+] Xander Mod v1.3.0

A lot of this early stuff is of course inspired by real life - check out some early (or late, later in the game) industrial history if you're curious. I would say do that if you're confused, but it would probably just leave you more bewildered :lol: "Where the heck did [X feature] come from!?&...
by waabsheshi
Sat Oct 14, 2017 4:12 am
Forum: Mods
Topic: [MOD 1.1] Xander Mod v3.6.1
Replies: 748
Views: 296994

Re: [MOD 0.15+] Xander Mod v1.3.0

Really enjoying this mod so far, and I'm at the point of making my first electric machines (handcrafting circuits). Unfortunately, it looks like the Standard Chemical Reactor is locked behind itself via nickel and blasting fluid. Any way of getting around this (perhaps wood-derived nitrocellulose)?

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