Search found 267 matches
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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...
- 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 π The Sea Block Pack mod doesn't do anything...
- 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...
- 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
First post has been updated with details
- 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...
- 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
Nocanisdirusleidy wrote: βWed Jan 04, 2023 6:12 amIs there an option to disable tech gate for basic boilers/steam plants?
- 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...
- 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
Companion Drones, by Klonan?
https://mods.factorio.com/mod/Companion_Drones
https://mods.factorio.com/mod/Companion_Drones
- 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.
- 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.
- 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...
- Sun Dec 18, 2022 8:55 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 150362
- Fri Dec 16, 2022 1:32 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3890
- Views: 1251879
- 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...
- 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.