Search found 267 matches

by KiwiHawk
Wed Feb 15, 2023 11:39 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1251879

Re: Bugs & FAQ

I am playing with notnotmelon's Fluid Memory Storage and it won't work anymore with Angel Fluids, regular water (at 15C) and two other mod fluids (both at 25C) work just fine. Why are all fluids now getting close to 0C? We no longer assign min and max temperature to fluids that don't need it. This ...
by KiwiHawk
Wed Feb 15, 2023 5:58 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421297

Re: Development and Discussion

I recently started an AB playthrough, and noticed that due to the Algae Farm 2 and Seed Extractor requiring Basic Electronic Circuits, their corresponding techs (Advanced algae processing and Garden Processing) are effectively useless before researching electronics (from Bob's Electronics Mod). I w...
by KiwiHawk
Wed Feb 15, 2023 5:54 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421297

Re: Development and Discussion

When starting factorio with angels refining mod, I get about 400 of these warnings: 24.068 Warning Sprite.cpp:704: Ignoring mipmaps for sprite '__angelsrefining__/graphics/icons/angels-liquid/liquid-item-bot.png', because it has mipmap count set to 4, so its size is expected to be multiple of 8. Bu...
by KiwiHawk
Wed Feb 15, 2023 5:33 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421297

Re: Development and Discussion

Hello! I've recently been reconfiguring things that changed based on the recent update. I was wondering if the following change was intended: The crystal catalyst recipe, along with several recipes that use the crystal catalyst are unlocked at the orange science tier (see Geode Processing 2 and Adv...
by KiwiHawk
Wed Feb 15, 2023 5:17 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421297

Re: Development and Discussion

Hi, I am enjoying this mod very much. I see that starting with version 0.12.3 of Angel's Refining, Water treatment 3 has moved from the orange to the blue science pack tier. I am now in the orange tier and am having a bit of trouble because I have no means of utilizing the sodium chloride byproduct...
by KiwiHawk
Wed Feb 15, 2023 5:04 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1421297

Re: Development and Discussion

Oh, by the way. Why did Angels Petrochem make "Basic Chemistry" a prerequisite for "Mechanical Refining"? We've been working on setting up more automated tests. Checking for potential issues in multiple different mod configurations. Combinations of different mods enabled and dif...
by KiwiHawk
Wed Feb 01, 2023 7:44 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 150362

Re: [MOD 1.1] Sea Block Pack 0.5.12

Is Helmod actually required for the mod pack to work, or is it there just as a convenience mod? I tend to prefer "Factory Planner" to Helmod, so wondering if changing to it would break anything... No, it's not required. Feel free to swap it out πŸ™‚ The Sea Block Pack mod doesn't do anything...
by KiwiHawk
Thu Jan 19, 2023 9:24 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1251879

Re: Bugs & FAQ

Why is Molten cobalt recipe disabled when Bob plates is present? Because there's no use for it. It's only for making Cobalt Plates. But they are disabled too. Are there any recipes in your game which use cobalt plates? If so, can you please upload a blank save file so I can sync to it. Create a new...
by KiwiHawk
Fri Jan 06, 2023 9:36 pm
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 150362

Re: [MOD 1.1] Sea Block Pack 0.5.12

Sea Block has been updated to 0.5.12 !

First post has been updated with details
by KiwiHawk
Wed Jan 04, 2023 6:41 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 70
Views: 38819

Re: [1.1] Bob's Mods: General Discussion

Is there an option to disable tech gate for basic boilers/steam plants? No Which, by the way, leads to the following: complete lack of power source for lab if new game started with "Burner electric generator" (Bob's Power) and "Burner power phase" (Bob's Technology) simultaneous...
by KiwiHawk
Wed Jan 04, 2023 6:14 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: General Discussion
Replies: 70
Views: 38819

Re: [1.1] Bob's Mods: General Discussion

canisdirusleidy wrote: ↑
Wed Jan 04, 2023 6:12 am
Is there an option to disable tech gate for basic boilers/steam plants?
No
by KiwiHawk
Tue Jan 03, 2023 6:40 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1251879

Re: Bugs & FAQ

Because searching hasn't led me to a result: How compatible are science/component overhauls with full bobs + full angels + madclown? Asking, because I ran into problems with a similar pack before, where I had added AAI which caused problems with science I only noticed 2 hours later. I'm not sure ab...
by KiwiHawk
Wed Dec 21, 2022 7:25 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 150362

Re: [MOD 1.1] Sea Block Pack 0.5.11

by KiwiHawk
Wed Dec 21, 2022 1:17 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 150362

Re: [MOD 1.1] Sea Block Pack 0.5.11

There are many different mods that add starting robots. None are included in the default mod pack. Just pick your favorite and enable it.
by KiwiHawk
Mon Dec 19, 2022 5:02 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 150362

Re: [MOD 1.1] Sea Block Pack 0.5.11

is it ok to update flib_0.10.1 > flib_0.12.3 helmod_0.12.9 > helmod_0.12.13 reskins-angels_2.1.3 > reskins-angels_2.1.5 reskins-bobs_2.1.3 > reskins-bobs_2.1.4 reskins-compatibility_2.1.2 > reskins-compatibility_2.1.5 reskins-library_2.1.3 > reskins-library_2.1.4 Yes, that's fine.
by KiwiHawk
Mon Dec 19, 2022 3:51 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 150362

Re: [MOD 1.1] Sea Block Pack 0.5.11

Easiest way of installing Sea Block is to enable Sea Block Pack mod from in game. The pack mod does nothing on it's own, just has all mods in the pack as prerequisites. This is the same list of mods as are included in the mega download. If you don't have FNEI enabled, then just enable it? I'm not su...
by KiwiHawk
Sun Dec 18, 2022 8:55 am
Forum: Mods
Topic: [MOD 1.1] Sea Block Pack 0.5.12
Replies: 151
Views: 150362

Re: [MOD 1.1] Sea Block Pack 0.5.11

nOObe wrote: ↑
Sun Dec 18, 2022 7:30 am
is missing recipe thing like FNEI, yes?
I'm not sure what you are asking sorry. FNEI mod is included in the mod pack by default.
by KiwiHawk
Fri Dec 16, 2022 1:32 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3890
Views: 1251879

Re: Bugs & FAQ

lamoxd wrote: ↑
Fri Dec 16, 2022 12:28 am
Any word on this fix version? Just had the same crash myself
We're aiming to have a new version out by the end of the year.
by KiwiHawk
Mon Dec 12, 2022 8:43 pm
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 322
Views: 157721

Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.

Are there any technical chance for that please make a method for have the list as textform or a picture or so. I love the calculator realy but this write per hand in excel for check what i have right now build and so - this steals a ton of time and its not realy a nice job to copy all in a table. F...
by KiwiHawk
Sun Dec 11, 2022 12:10 pm
Forum: Technical Help
Topic: Help needed automatically downloading mods when running angel's unit tests
Replies: 1
Views: 616

Re: Help needed automatically downloading mods when running angel's unit tests

Option 2 sounds the most useful! Especially if you can choose to run on dev branch. Ideally we want things tested before they are released.

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