Search found 14 matches
- Fri Jul 19, 2024 11:33 am
- Forum: News
- Topic: Friday Facts #420 - Fusion Reactor
- Replies: 108
- Views: 24679
Re: Friday Facts #420 - Fusion Reactor
Looking at it Fusion seems like a straight upgrade to Nuclear Fission. I wonder how the devs plan to keep the old thing from just being skipped over?
- Wed Nov 11, 2020 4:12 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404105
Re: Bugs & FAQ
I am running All the Angels and Bobs mods together with Science cost tweaker, however since the last Angels updates there is a cycle in the technology tree: production-science-pack -> angels-metallurgy-4 -> powder-metallurgy-3 -> angels-glass-smelting-3 -> advanced-electronics-2 -> sct-lab-t4 -> pro...
- Fri Oct 18, 2019 12:31 pm
- Forum: News
- Topic: Friday Facts #317 - New pathfinding algorithm
- Replies: 70
- Views: 36574
Re: Friday Facts #317 - New pathfinding algorithm
I remember reading a development journal / video for Rimworld where the developer explained a very similar system of simplifying chunks into nodes and edges. I cannot find it anymore though. Does anyone else have a link?
Also good luck at your next job TOGoS
Also good luck at your next job TOGoS
- Wed Apr 10, 2019 12:45 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 877
- Views: 585435
Re: [MOD 0.14] AAI Programmable Vehicles
Is there a way to keep vehicles with multiple weapons from being split? Or at least leaving a version with all weapons? Because I would like to at least have a private vehicle with all the weapons.
- Mon Mar 25, 2019 12:40 pm
- Forum: Angels Mods
- Topic: Dramatic change in infinite ore outputs.
- Replies: 9
- Views: 4439
Re: Dramatic change in infinite ore outputs.
I'm having the same problem, despite setting the minimum output to 100% newly generated ore patches still have output of 2% - 12%. It seems to be an interaction with RSO, the angels ore patches generated by with RSO are very low, but if I remove RSO the patches are normal. Madclown's patches are nor...
- Wed Mar 20, 2019 12:22 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 360838
Re: [MOD 0.13.17+] Rampant - 0.17.10
What is the minimal evo for the biters to start attacking?
I have been looking through the code but I can't find it.
I have been looking through the code but I can't find it.
- Tue Aug 07, 2018 7:10 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 360838
Re: [MOD 0.13.17+] Rampant - 0.16.32
How well does the mod work with pollution turned off? Can I play without as I usually do or should I turn it on if I want to be attacked? With migration/expansion and raiding turned on, in theory you wouldn't need pollution, but you would have a greatly reduced number of attacks. You most likely wa...
- Mon Aug 06, 2018 6:23 pm
- Forum: Mods
- Topic: [MOD 0.13.17+] Rampant
- Replies: 648
- Views: 360838
Re: [MOD 0.13.17+] Rampant - 0.16.32
How well does the mod work with pollution turned off? Can I play without as I usually do or should I turn it on if I want to be attacked?
- Fri Apr 06, 2018 6:38 pm
- Forum: News
- Topic: Friday Facts #237 - Rich & interactive text
- Replies: 72
- Views: 41476
Re: Friday Facts #237 - Rich & interactive text
Does this work with modded items? And what happens if the mod the item is from is uninstalled?
A quick way of using icons might be dragging the item/blueprint into the text bar. That could be useful for other commands as well.
A quick way of using icons might be dragging the item/blueprint into the text bar. That could be useful for other commands as well.
- Mon Mar 12, 2018 4:38 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 96969
Re: [MOD 0.16] MadClown01's Processing
After downloading the latest update of Processing factorio gives me an error: 'Path _Clowns-Nuclear_/graphics/icons/ore-5.png does not match any enabled mod' It seems Processing is looking for several icons from your Nuclear Munitions Mod. I am not using biters and as such do not have that mod insta...
- Mon Apr 17, 2017 2:49 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Vehicles: Miner
- Replies: 107
- Views: 73357
Re: [MOD 0.14] AAI Vehicles: Miner
Bug report for v0.1.10: The first tier of miner is automatically researched, see control.lua:125.
Great work on your mods, I am really enjoying them.
Great work on your mods, I am really enjoying them.
- Sun Apr 24, 2016 2:26 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404105
Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.6
I think I found a bug with the six new ores that are spawned with bobs mod. The starting area ore patches don't spawn, nor are there any infinite ore patches for any of them or coal. I am not using RSO. Great mod otherwise, I love the added complexity i the ore smelting. It is much to simple otherwi...
- Tue Apr 19, 2016 5:10 pm
- Forum: Mods
- Topic: [MOD 0.12.X] Ore processing & complex material processing
- Replies: 28
- Views: 17072
Re: [MOD 0.12.X] Ore processing & complex material processing
Great mod, I really enjoy the extra complexity for the reward.
Can you add support for the ores from other mods, like bob's mods?
Can you add support for the ores from other mods, like bob's mods?
- Tue May 12, 2015 11:45 am
- Forum: Mods
- Topic: [MOD 0.12.0] endless resources
- Replies: 85
- Views: 146260
Re: [0.11.1] endless resources
I have been trying to increase the minimum yield of the patches but it seems like the yield goes down when i make it higher, how can I make it so that the mining never slows down?