Search found 53 matches

by Wildejackson
Mon Aug 21, 2017 1:28 am
Forum: Mods
Topic: PyCoalTBaA or the PyCoal Touched by an Angel Compatibility Patch
Replies: 1027
Views: 297993

Re: PyCoalTBaA or the PyCoal Angels Patch

AAI Industry adds the iron pole for early game where wood is scarce. I didn't look at the code but I think AAI is using a updated recipe (it has no dependence on bobs whatsoever) and I think py is using one of bob's recipe functions. I think this can be avoided if PCTBA/PyCP load after (ie. soft dep...
by Wildejackson
Mon Aug 21, 2017 12:57 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403855

Re: Development and Discussion

Is it possible to employ the bob's containers in the current omnibarrel system? Because it seems simple enough to run a search at startup for "*gas" and change the barreling recipe to use gas bottles. I feel like the same could also be done with *acid and canisters
by Wildejackson
Thu Aug 17, 2017 6:24 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403855

Re: Development and Discussion

I should have been more clear, when I said alloying, I mean "advanced smelting" (ie sillicon and iron to make more steel). And by exploiting I mean you could break down the process of making alloys (ie brass) with the advanced smelting recipes into much easier to manage chunks, which I fee...
by Wildejackson
Thu Aug 17, 2017 1:48 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403855

Re: Development and Discussion

Angel, is it possible to get a early game petrochem rubber recipe? The petrochem resin is quite lategame, requiring formaldehyde. Prehaps using a silicone-based rubber recipe?
by Wildejackson
Thu Aug 17, 2017 1:36 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403855

Re: Development and Discussion

but there's a difference between making something harder and making something cumbersome. most of the recent changes also started pushing for a need for logistics, either via trains or bots, as intermediaries are useful elsewhere. however, the fact that you can't really move melted materials around...
by Wildejackson
Fri Jul 21, 2017 5:52 am
Forum: Mods
Topic: [0.15] Train Speed Limiter
Replies: 12
Views: 5646

Re: [0.15] Train Speed Limiter

Fantastic, before this there was no need to use the higher tier rails.
by Wildejackson
Fri Jul 21, 2017 12:35 am
Forum: PyMods
Topic: pY Coal Processing - Discussion
Replies: 1786
Views: 598030

Re: [MOD 0.14.x] pY Coal Processing

I voted for the Alien Processing because I think the game really needs to be expanded in that area, but I also really want to see a total rework of the science recipes. I think its been mentioned a couple of times before but the mod "BobExtended" https://mods.factorio.com/mods/momosundeass...
by Wildejackson
Thu Jul 20, 2017 8:14 am
Forum: Mods
Topic: [MOD 0.15] Robot Mining Site 0.6.3
Replies: 117
Views: 89026

Re: [MOD 0.15] Robot Mining Site 0.6.2

Interestingly the robots can mine ores that need liquids. But when they do they also mine a big red "X" that disappears when the roboport's inventory is transferred over to the storage.
by Wildejackson
Wed Jul 19, 2017 6:22 am
Forum: Mods
Topic: [MOD 0.15] Wear and Tear (plus automated maintenance)
Replies: 151
Views: 66569

Re: [MOD 0.15] Wear and Tear (plus automated maintenance)

There's an issue with the current version (1.2.5) and Bio-Industries. Wear and Tear throws a stack overflow error during the plate recipe lookup phase (last logged recipe being looked up is crushed-stone from BI). Interestingly though the crash only occurs when angels refining is installed. I believ...
by Wildejackson
Wed May 03, 2017 10:58 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403855

Re: Development and Discussion

I think the conversion ratios for iron > steel ingots are off. By default bob's normal steel recipe yields one steel plate for every two iron plates, but advanced iron smelting yields 6 steel ingots for every 24 iron ingots, making it a vastly inferior conversion. Yes but consider that ingots are n...
by Wildejackson
Wed Jan 04, 2017 2:48 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 129928

Re: [MOD 0.14] Alien Biomes

I'm looking into this now. I can't think of any changes to this mod that would explain what you described, but I just had a thought. I've just fixed a bug with the 'walls-block-spitters' mod where I had accidentally removed the water tile collision from trees, spawners, worms, and biters. That woul...
by Wildejackson
Tue Jan 03, 2017 7:13 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 129928

Re: [MOD 0.14] Alien Biomes

I am having an issue updating the mod on an existing save (one that has an older version of Alien Biomes). I did not notice any visual seams, but the water from the old seed seems to be placed differently in the new seed, and trees / alien nests seem to form in water. Is there any migration script o...
by Wildejackson
Thu Dec 29, 2016 11:03 am
Forum: Mods
Topic: [MOD 0.12.x][0.0.2] Programmable Controllers
Replies: 41
Views: 29769

Re: [MOD 0.12.x][0.0.2] Programmable Controllers

I just discovered this mod and am excited to see that y.petremann has an interest in updating it!
by Wildejackson
Wed Dec 21, 2016 1:48 am
Forum: Mods
Topic: [MOD 0.14] Alien Biomes
Replies: 255
Views: 129928

Re: [MOD 0.14] Alien Biomes

Holy crap, you are a machine! Gives some much needed variation! Would it be possible to make it so ores are allocated to specific biomes? Like Iron in the desert and Coal and Gold in the forest?
by Wildejackson
Wed Dec 14, 2016 11:30 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Hauler
Replies: 32
Views: 21717

Re: [MOD 0.14] AAI Vehicles: Hauler

Well, now that I consider other players, it may not be the best idea to nerf the car inventory. I wouldn't want players not picking up the hauler mod because they're scared of the balance change or potential migration issues. I may just make the change for my personal use.
by Wildejackson
Wed Dec 14, 2016 11:26 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537505

Re: [MOD 0.14] AAI Programmable Vehicles

About the programmable trains mod idea, we need a way to auto-deploy and auto-destroy trains. It would be useful to have a buffer of trains in item form, rathen then needing the space for a railyard, prehaps a large train garage or something. I'm not too sure if its possible to automatically deploy ...
by Wildejackson
Tue Dec 13, 2016 11:39 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1403855

Re: Development and Discussion

Wow angel, you get better and better at modeling / animating with every new entity! Looks much better then the old one.
by Wildejackson
Tue Dec 13, 2016 11:27 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Miner
Replies: 107
Views: 68850

Re: [MOD 0.14] AAI Vehicles: Miner

Not sure, but is it possible to have the "default" data signals in the miner include ores from other common mods, like bob's or angels?
by Wildejackson
Tue Dec 13, 2016 11:25 pm
Forum: Mods
Topic: [MOD 0.14] AAI Vehicles: Hauler
Replies: 32
Views: 21717

Re: [MOD 0.14] AAI Vehicles: Hauler

Hey, maybe you should consider nerfing the storage capacity / size of other vehicles. It seems kind of obsurd how much stuff a car can hold, now that there is a deticated cargo vehicle.
by Wildejackson
Mon Dec 12, 2016 2:07 am
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 877
Views: 537505

Re: [MOD 0.14] AAI Programmable Vehicles

Works perfectly with all of the above mods! Thank you, now I can make docks and shipping lanes. I have to ask though, what is the X/Y Subtile data? I don't understand why the value is multiplied by 100? I understand that it allows for more accurate math without floating points, but there seems to be...

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