Search found 40 matches
- Thu May 20, 2021 4:45 am
- Forum: Technical Help
- Topic: Updating
- Replies: 1
- Views: 779
Updating
Is there a way to update both base game and mods with only one restart?
- Sat Feb 13, 2021 5:44 pm
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.16
- Replies: 151
- Views: 164697
Re: [MOD 1.1] Sea Block Pack 0.5.1
Please consider adding Hovercraft to the mod list. It's thematically appropriate, more so than the standard issue car. Also, a re-labelling of one of the fish to Eels would provide the framework for a special Sea Block achievement. Have your Hungarian Phrasebook in hand.
- Sat Jan 02, 2021 9:00 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55843
Re: Industrial Revolution 2 discussion
Alt-D works but the quickbar button can't be activated. Could it be that the techs have different names in vanilla and IR2?
Anyway, I can live with no button, thanks for the assists.
Anyway, I can live with no button, thanks for the assists.
- Sat Jan 02, 2021 12:34 am
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55843
Re: Industrial Revolution 2 discussion
I'll check. Thanks for confirming it works.
- Fri Jan 01, 2021 8:00 pm
- Forum: Mods
- Topic: Industrial Revolution 2 discussion
- Replies: 124
- Views: 55843
Re: Industrial Revolution 2 discussion
Does anyone know how to activate the Deconstruction planner in IR2?
- Wed Nov 04, 2020 6:45 pm
- Forum: Angels Mods
- Topic: Missing Prerequisites
- Replies: 26
- Views: 10069
Re: Missing Prerequisites
This needs a rethink. Here is the path, or most of the path, from Adv Iron 1 to Adv Iron 2. To get the 50% gain via processing, you have to researh a lot of not used tech, like cooling. A better, more play friendly way, is to make the reseach available when the minimum prereq are done. That's how te...
- Mon Jul 20, 2020 7:19 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575627
Re: Development and Discussion
Another design issue. Lead ore can be refined into lead ingots and then turned into plates with a lvl 1 tech. However, the byproduct, sulfur dioxide gas, cannot be voided at that tech level - it's a lvl 2. That means that lead cannot be fully automated at lvl 1 - you have to empty the SO2 from what...
- Mon Jul 20, 2020 7:04 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575627
Re: Development and Discussion
Another design issue. Lead ore can be refined into lead ingots and then turned into plates with a lvl 1 tech. However, the byproduct, sulfur dioxide gas, cannot be voided at that tech level - it's a lvl 2. That means that lead cannot be fully automated at lvl 1 - you have to empty the SO2 from whate...
- Mon Jul 20, 2020 10:39 am
- Forum: Mods
- Topic: [0.17+] Space Exploration WIP
- Replies: 396
- Views: 295612
Re: [0.17+] Space Exploration WIP
Playing Krastorio 2 with SE. Why is all the imersite removed between preview and game start? Is there a setting I can change?
- Thu Jul 16, 2020 12:17 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575627
Re: Development and Discussion
The Clarifier is, IMO, subject to overtech - it should use Electronics Block 0 instead of EB 1.
- Tue Jun 23, 2020 6:05 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575627
Re: Development and Discussion
Thanks for the settings tips.
I still think there is a case for Current becomes Marathon & New Light as Normal.
I still think there is a case for Current becomes Marathon & New Light as Normal.
- Tue Jun 23, 2020 2:28 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575627
Re: Development and Discussion
Please seriously consider making a version with less expensive techs. This below is what is needed for the first electric assembler, the 0.5 crafting speed one. 4800 plates and loads of other items. Well, you also need 64 Red Science analysers, but they cost a fraction of these 128 production Dataco...
- Wed Jun 03, 2020 4:06 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410226
Re: Bugs & FAQ
With Ref 0.11.12, the Electro Whinning Cell building can't be crafted. It's present in the refining-technology lua so possibly overridden. Does not show up in list of unlocked techs in research screen. What mods do you have? Do you play with bobs mods? bobplates in particular? How many angels mods ...
- Wed Jun 03, 2020 1:18 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410226
Re: Bugs & FAQ
With Ref 0.11.12, the Electro Whinning Cell building can't be crafted. It's present in the refining-technology lua so possibly overridden. Does not show up in list of unlocked techs in research screen.
- Wed Jun 03, 2020 12:39 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575627
Re: Development and Discussion
The purpose of mud as an item has evolved from being a nuisance by-broduct in the washing chain that had to be managed to an input product in the farm-power chain. Therefore, it would be good to have a recipe in the washing chain that focused on producing mud, to complement the current methods of g...
- Wed Jun 03, 2020 5:53 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1575627
Re: Development and Discussion
The purpose of mud as an item has evolved from being a nuisance by-broduct in the washing chain that had to be managed to an input product in the farm-power chain. Therefore, it would be good to have a recipe in the washing chain that focused on producing mud, to complement the current methods of ge...
- Tue Jun 02, 2020 3:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410226
Re: Bugs & FAQ
I migrated to Bio 0.7.10 from 0.7.8 and had to re-research the 2nd level of swamp farming, the one with crops 4 & 5. I checked the migration lua (below) and noticed that desert is listed twice but swamp is missing. Nothing major, more of a nuisance. for techToResearch, techToCheck in pairs{ [&qu...
- Sat May 30, 2020 4:19 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1099199
Re: [0.18] Sea Block Pack 0.4.6
These are the change notes for the 0.4.5 Sea Block Mod (not to be confused with the Sea Block Pack): Version: 0.4.5 Date: 30. 5. 2020 Changes: - Adjust blue algae tech requirements back down to green science - Add thermal water recipe for use with thermal bore - Move jivolite and crotinum ore crysta...
- Sat May 30, 2020 12:43 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1099199
Re: [0.18] Sea Block Pack 0.4.6
New version of Sea Block, but what versions of base game, Angel's & Bob's are supported? Same as before or OK to upgrade to latest? First post says 0.18.18 for base game.
- Wed Apr 15, 2020 12:15 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1410226
Re: Bugs & FAQ
Perhaps not a bug but an indicator of something beeing not quite all right:
Research screen shows two equal recipes turning Beans into Nutrient Pulp. Angel's Bio 0.7.7
Research screen shows two equal recipes turning Beans into Nutrient Pulp. Angel's Bio 0.7.7