Search found 104 matches

by MisterFister
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?
by MisterFister
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.
by MisterFister
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

Does this mod provide a way to remove / move / spawn terrain decorables / ores / oil patches / water?

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.
by MisterFister
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...
by MisterFister
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!
by MisterFister
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.
by MisterFister
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...
by MisterFister
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...
by MisterFister
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...
by MisterFister
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 ...
by MisterFister
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...
by MisterFister
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?
by MisterFister
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'...
by MisterFister
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...
by MisterFister
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...
by MisterFister
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:
by MisterFister
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:
by MisterFister
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:
by MisterFister
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...

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