Search found 104 matches
- Sun Mar 03, 2019 9:04 am
- Forum: Mods
- Topic: [MOD 0.16] Vehicle Wagon 1.2.5
- Replies: 100
- Views: 50570
Re: [MOD 0.16] Vehicle Wagon 1.2.5
Is this mod actively supported? Should we anticipate v0.17 compatibility in the future?
- Fri Mar 01, 2019 9:21 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3876
- Views: 1238040
Re: Bugs & FAQ
Ok then, I'll hold off.
My broken builds and blueprints use this mod, and I'm trying to specifically save those specific blueprints before I dive whole hog into v0.17. Using the other mod won't help. Thanks for your efforts.
My broken builds and blueprints use this mod, and I'm trying to specifically save those specific blueprints before I dive whole hog into v0.17. Using the other mod won't help. Thanks for your efforts.
- Fri Mar 01, 2019 6:40 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 392475
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
I found the "Wand" tool to place water or other tiles. The best method I found was to use that to spawn water and then re-spawn landfill.
- Fri Mar 01, 2019 6:39 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3876
- Views: 1238040
Re: Bugs & FAQ
It's probably so simple that you could change the reference to the version from 0.16 to 0.17 in the mod yourself, and it would work... Ok. I'm an enduser who has NO intuitive programming ability whose only experience was a high school class in BASIC and MS-vBASIC from twenty years ago. How do I cha...
- Fri Mar 01, 2019 6:04 am
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 392475
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Thanks for the fast push to v0.17!
- Thu Feb 28, 2019 11:04 pm
- Forum: Mods
- Topic: [MOD 0.15.x] Meltdown
- Replies: 9
- Views: 5650
Re: [MOD 0.15.x] Meltdown
Somehow, this mod was updated for v0.16 without this thread being replied to.
Irony is, v0.17 just dropped earlier this week and I came here looking to sniff this exact question.
Irony is, v0.17 just dropped earlier this week and I came here looking to sniff this exact question.
- Thu Feb 28, 2019 9:25 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3876
- Views: 1238040
Re: Bugs & FAQ
I have issue. There is no 0.17 support. ^^ Second. For myself specifically, my issue is with the Warehouses mod in an otherwise vanilla-plus playthrough. I.e., I'd presume that the Warehouses mod is relatively lightweight in modding terms. Also, meta-question: What is the in-game usage scenario for...
- Thu Feb 28, 2019 6:23 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3876
- Views: 1238040
Re: Bugs & FAQ
I have issue. There is no 0.17 support. ^^ Second. For myself specifically, my issue is with the Warehouses mod in an otherwise vanilla-plus playthrough. I.e., I'd presume that the Warehouses mod is relatively lightweight in modding terms. Also, meta-question: What is the in-game usage scenario for...
- Sun Feb 17, 2019 8:51 pm
- Forum: Mods
- Topic: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
- Replies: 689
- Views: 392475
Re: [MOD 0.15.29+] Creative Mode 0.3.12 - Infinite resources
Hey there, thanks for this mod. Sheer brilliance allowing for the popup at mapgen asking whether or not you intend to use the cheats for a playthrough -- saves restarting the game after disabling individual mods. Two questions(with subdivided trains of thought for clarification) if anyone can assist...
- Sun Jan 13, 2019 10:49 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] Research queue 1.2.6
- Replies: 194
- Views: 121646
Re: [MOD 0.12.12+] Research queue 1.2.6
Are there any known interactivity issues between this mod and some of the science-overhaul mods that introduce a greater number of science-bottle colors and variants? I'm running a full ABC+ suite of mods, less than 2-3 hours into the save. Included in my modlist is MoreScience by lovely_Santa . My ...
- Sun Dec 23, 2018 10:37 pm
- Forum: Logistic Train Network
- Topic: New User / general inquiry to verify I understand mod behavior
- Replies: 4
- Views: 3089
Re: New User / general inquiry to verify I understand mod behavior
Quite the essay. Let's see if i can pick it apart and answer the questions if i find them. Welp, prior to posting here, I'd just re-read your stickies on unhelpfully brief questions from those who refuse to read documentation. I was merely erring on the side of respectfully verbose, particularly co...
- Sun Dec 23, 2018 8:00 pm
- Forum: Logistic Train Network
- Topic: New User / general inquiry to verify I understand mod behavior
- Replies: 4
- Views: 3089
Re: New User / general inquiry to verify I understand mod behavior
Add-on question: Would LTN play nicely with the Train Coupler mod?
- Sun Dec 23, 2018 7:55 pm
- Forum: Logistic Train Network
- Topic: New User / general inquiry to verify I understand mod behavior
- Replies: 4
- Views: 3089
New User / general inquiry to verify I understand mod behavior
Awesome mod, many thanks for making it! I'm at late-midgame tech on a playthrough with a moderate quantity of QoL mods but nothing that changes gameplay the likes of AngelBob or similar. I've unlocked capacity to embark on both purple and yellow science but have yet to design either's production. I'...
- Sat Dec 22, 2018 6:15 pm
- Forum: Logistic Train Network
- Topic: Feature Request: Specify Thresholds as Stacks
- Replies: 23
- Views: 8456
Re: Feature Request: Specify Thresholds as Stacks
I'm moved to consider that for the OP's issue of providing ores and barrels from the same stop, the solution would be to create parallel stops at the same outpost location, each one keyed to its own resource. (This may or may not perform well when interleaved with separate LTN network IDs, depending...
- Wed Oct 03, 2018 9:19 am
- Forum: Energy Production
- Topic: Building a 1TW nuclear reactor
- Replies: 19
- Views: 45949
Re: Building a 1TW nuclear reactor
Wow. Bravo! Some thoughts, in no particular order: 1) As for framerate, my understanding was that the framerate in this game (due to this specific game's inability to use multicore CPUs) is primarily controlled by UPS, significant here because of the fluid-dynamics calculations inherent in running t...
- Mon Mar 19, 2018 3:21 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1741
Re: Difficulty fixing "removed recipes" error
Mod settings, p2:
- Mon Mar 19, 2018 3:16 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1741
Re: Difficulty fixing "removed recipes" error
Mod settings, p1:
- Mon Mar 19, 2018 3:10 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1741
- Mon Mar 19, 2018 3:10 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1741
Re: Difficulty fixing "removed recipes" error
Edited to post my mods installed, by a series of screen snips:
- Mon Mar 19, 2018 3:07 am
- Forum: Angels Mods
- Topic: Difficulty fixing "removed recipes" error
- Replies: 4
- Views: 1741
Difficulty fixing "removed recipes" error
Howdy folks. So, I made a booboo. Playing v0.16.30. Last week I started a co-op playthrough with a friend on a heavily modded AngelBob setup, including MadClown. Here is a link to my Dropbox that contains access to the savefile itself, an image of the error message I'm getting, and subfolders includ...