Search found 40 matches

by Chapeau-Claque
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?
by Chapeau-Claque
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. :mrgreen:
by Chapeau-Claque
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.
by Chapeau-Claque
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.
by Chapeau-Claque
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?
by Chapeau-Claque
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...
by Chapeau-Claque
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...
by Chapeau-Claque
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...
by Chapeau-Claque
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?
by Chapeau-Claque
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.
Clar.png
Clar.png (71.97 KiB) Viewed 7379 times
by Chapeau-Claque
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.
by Chapeau-Claque
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...
by Chapeau-Claque
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 ...
by Chapeau-Claque
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.
by Chapeau-Claque
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...
by Chapeau-Claque
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...
by Chapeau-Claque
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...
by Chapeau-Claque
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...
by Chapeau-Claque
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.
by Chapeau-Claque
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
BeansToNP.jpg
BeansToNP.jpg (71.03 KiB) Viewed 6720 times

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