Search found 87 matches

by aeros1
Thu Sep 01, 2016 3:51 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 160850

Re: [0.14.x] Bob's Mods: General Discussion

Although I did mention it in my first post, the topic was kind of ignored due to bug reports... but... I added equipment grids to Tanks and Trains. Currently, you can't put any equipment in (Because I didn't allow armor equipment to be used, and I haven't added any new equipment yet). Any suggestio...
by aeros1
Thu Sep 01, 2016 3:42 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1399085

Re: Development and Discussion

Airat9000 There is no need to separate resources becuase you get youki resources from those. But if you want create something like processed unprocessed scenario than just get inside "angel's infinite ores" mod(not sure where I think it is either in data or data_finaltweaks , and delete l...
by aeros1
Thu Sep 01, 2016 3:28 am
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 9998

Re: Rail signals should act the same to auto and manual trains

It could be done at same place where manual auto switch present. Though I would made it somewhere a bit off so there wouldn't be problem when switching. Also that slider is abnoxious to hit. I would like either some keyboard switch between modes or larger buttons instead slider. Or handcart sugguest...
by aeros1
Wed Aug 31, 2016 7:47 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 160850

Re: [0.14.x] Bob's Mods: General Discussion

Hello! Great set of mods you've developed here. They've really changed the game for me and I don't think I could ever go back to vanilla. Thanks for all the effort you've put in. I do have a question however. Is it at all possible to disable the gas venting research item and associated pump/recipes...
by aeros1
Wed Aug 31, 2016 7:37 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 160850

Re: [0.14.x] Bob's Mods: General Discussion

Something with amethists lots of amethists. And cobalt steel. Just anough to spam my trains and wagons of hauling products from place to place. I was thinking putting in laser defences in,but if there is nothing similar to drain amethists it would be a bit shameful. Currently Amethyst is compound(co...
by aeros1
Tue Aug 30, 2016 8:41 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1399085

Re: Development and Discussion

Airat9000 There is no need to separate resources becuase you get youki resources from those. But if you want create something like processed unprocessed scenario than just get inside "angel's infinite ores" mod(not sure where I think it is either in data or data_finaltweaks , and delete li...
by aeros1
Tue Aug 30, 2016 8:35 pm
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 9998

Re: Rail signals should act the same to auto and manual trains

This one is probably a bug, but... I've had an automatic train rushing up my rear, and smash clean through the back few carriages of my train before. It was like... Argh, that train must really hate me! At which point I then reloaded from the last autosave, because, through no fault of my own, an a...
by aeros1
Tue Aug 30, 2016 8:32 pm
Forum: Ideas and Suggestions
Topic: Minor nit: lost mining progress of partially mined items
Replies: 4
Views: 1331

Re: Minor nit: lost mining progress of partially mined items

OR just prevent switching objects while mouse button pressed and object is being mined. There are some mods which add both, and it would be nice indeed to have something like tourch to start forest fires. Though still I like forest they prevent pollutions, only wished I could make them transparent ...
by aeros1
Tue Aug 30, 2016 3:19 pm
Forum: Ideas and Suggestions
Topic: Minor nit: lost mining progress of partially mined items
Replies: 4
Views: 1331

Re: Minor nit: lost mining progress of partially mined items

OR just prevent switching objects while mouse button pressed and object is being mined. There are some mods which add both, and it would be nice indeed to have something like tourch to start forest fires. Though still I like forest they prevent pollutions, only wished I could make them transparent o...
by aeros1
Tue Aug 30, 2016 12:54 am
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 32768

Re: Nuclear Power from a Nuclear Engineer

And to add, a fast reactor doesn't drive the uranium backwards in atomic weight, it drives U238 to Pu239, which then can fission rather well in the fast spectrum. Not sure what you are talking about with U238->U235, cause that just doesn't happen. I mean, uranium decays into U234 via alpha decay, b...
by aeros1
Tue Aug 30, 2016 12:54 am
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 9998

Re: Rail signals should act the same to auto and manual trains

The thing with manual trains being able to take any route is true, however it's only taking one route when it approaches a switch. You use a left/right keys to alter the switch for you to take the new route in relation to the train's forward direction. The track reservation could be updated to refl...
by aeros1
Mon Aug 29, 2016 9:07 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1399085

Re: Development and Discussion

Hi, is it possible to use petrochem mode without bob mods? If im trying to do that i have an error on game launch "Error in assignID, item with name "bauxite-ore" does not exist". Is there any way to avoid it? Hmm if I am correct the proper name is "bobs-bauxite-ore" I...
by aeros1
Mon Aug 29, 2016 7:54 am
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 32768

Re: Nuclear Power from a Nuclear Engineer

Well there are plenty of reactors that make U235->U238 reaction. But fast neutron ones allow reverse process(pretty complex) U238->U235 till nonradioactive or low radioactive isotopes mostly remain. There can be some stray radioactive isotopes but those would be uncomparable to modern direct cycle n...
by aeros1
Mon Aug 29, 2016 6:50 am
Forum: Ideas and Suggestions
Topic: Rail signals should act the same to auto and manual trains
Replies: 31
Views: 9998

Re: Rail signals should act the same to auto and manual trains

Don't see problems or a lot of problems, just check next after yellow path or chain signal if it is red force manual train to slowdown, maybe slowdown on blue chain signal if you want pass on correct path, because sometimes I just zoom past split. If next siginal is green or chain signal is blue jus...
by aeros1
Mon Aug 29, 2016 6:20 am
Forum: Ideas and Suggestions
Topic: Allow modules to modify recipes. (more module types)
Replies: 2
Views: 1306

Re: Allow modules to modify recipes. (more module types)

though this may seem cool all of these upgrades are already rolled into the productivity , Efficiency and production modules. though a pollution reduction module would be nice to see I am afraid it is wrong. Speed modules reduce by % and limited to 20% speed so no more than 5 times more. Productivi...
by aeros1
Mon Aug 29, 2016 4:15 am
Forum: Ideas and Suggestions
Topic: More intresting Solar Power
Replies: 4
Views: 2225

Re: More intresting Solar Power

Instead of, or perhaps as an additional tier of solar power generation: Concentrated solar power, instead of simply having panels, we get mirrors pointing at a central power, heating water. it would go something like this: Pump>water transport> solar tower with mirrors> turbine (turbine would only ...
by aeros1
Mon Aug 29, 2016 3:24 am
Forum: Ideas and Suggestions
Topic: Allow modules to modify recipes. (more module types)
Replies: 2
Views: 1306

Allow modules to modify recipes. (more module types)

Have completely probably silly idea, but it would be nice if there was ability for modules to modify how specific recipe group of recipes or specific recipe work. (add delete ingredients) 1) This would allow more interesting mods. For example mining drill heads.(After equipping such module on mining...
by aeros1
Sat Aug 27, 2016 11:53 pm
Forum: News
Topic: Friday facts #153 - 0.13 Stable, 0.14 Experimental
Replies: 98
Views: 45129

Re: Friday facts #153 - 0.13 Stable, 0.14 Experimental

looks like now trains may unload and more importantly load themselves without huge tons of belts. And not gobbling logistic robots from base, I like use stationary roboports for base service(repair, re-laying mine fields, and ammo logistics) and automatic restoration also serves problems with ammo l...
by aeros1
Fri Aug 26, 2016 6:44 am
Forum: Ideas and Suggestions
Topic: Nuclear Power from a Nuclear Engineer
Replies: 94
Views: 32768

Re: Nuclear Power from a Nuclear Engineer

Lots of stuff to read through! I wanted to talk about adding some inflexibility to nuclear power. Everything else provides X energy exactly as needed. What if nuclear had a fixed output? Failing to use the energy could cause problems, and sudden needs can cause shortages. One possibility is that a ...
by aeros1
Sat Aug 20, 2016 9:20 pm
Forum: Development Proposals
Topic: Circuit network features for 0.15
Replies: 136
Views: 91888

Re: Circuit network features for 0.14

Same with disabling station - you may already sorta disable by making correct setup with circuit network and checking stocks. Seems unnecessary simplification but if intent to simplify game for more casual{/list] You can't really disable a station. Trains will still go there (if the station is free...

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