Development and Discussion
Moderator: Arch666Angel
- Arch666Angel
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Re: Development and Discussion
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
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Re: Development and Discussion
So, how well do these mods play without Bob's mods? I'm thinking about trying this mod out but I'm not sure that really want to have a complete overhaul to the game, though I have heard that Petrochem adds its chemicals to everything.
Re: Development and Discussion
ExtremelyFactorioParadox wrote:So, how well do these mods play without Bob's mods?
Re: Development and Discussion
No idea what that is, but I know I want to build oneArch666Angel wrote:
Re: Development and Discussion
is that fusion reactor ?Arch666Angel wrote:
nice
- Arch666Angel
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Re: Development and Discussion
Maybe the last in the series of tech labs, not completely sure yet. It's the main lab which only get's turned on a handful of times in the whole game
WIP screens but that's what it looks like at the moment
WIP screens but that's what it looks like at the moment
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Development and Discussion
You can actually do a lot without filter inserters. For example right at the start you crush ore. The crushed ore goes into furnaces and the crushed stone goes into assemblers to make stone. That way you have your goods sorted. Similar on the next level with ore sorting the sorted ores can go into furnaces and the slag into assemblers for processing.Zyrconia wrote: I attached my latest started base as an example. Arguably, the vanilla Factorio game starts once you unlock green tech. For Bob's, it is more about those basic electronic boards. This goes double for Angel's: you need filter inserters. The game doesn't start before filter inserters because of sorting. So you end up with a big functional base, like in the attachment, only to produce BEBs. After you will tear up most of your smelting and parts of the circuit setup that produces solder.
Another trick is to have as many outserter as items produced. Then each outserter will always pick up the same item every cycle. Just make damn sure you never have a backlog or it breaks down.
Once you have red/green wires you can also use a belt for sorting. E.g. have the belt go past all your furnaces and at the inserter for the last furnace you connect the belt to the next tile. The first belt set to read and hold belt content. The second belt set to enable when ore = 0. Then only crushed stone will come out at the end of the furnaces.
Re: Development and Discussion
If you play with RSO (and you probably should!), the biters are nowhere near as big a threat as in (say) deathworld vanilla. I've not had any particular problems.eberkain wrote:I like that idea, but what about biter evolution?Rue99 wrote: I prefer to play Angels/Bobs/SpaceX/AAI with expensive recipes and 10x more expensive research. Gives each of the tiers of smelting time to shine, and it requires you to scale up. Try it - I think you'd really enjoy the slower pace of the game.
Re: Development and Discussion
Try adding natural evolution mods and get swamped. You really need to focus on building some turrets and ammo there. And some chain gunners and wardens to kill alien villages before they start attacking you in masses.Rue99 wrote:If you play with RSO (and you probably should!), the biters are nowhere near as big a threat as in (say) deathworld vanilla. I've not had any particular problems.eberkain wrote:I like that idea, but what about biter evolution?Rue99 wrote: I prefer to play Angels/Bobs/SpaceX/AAI with expensive recipes and 10x more expensive research. Gives each of the tiers of smelting time to shine, and it requires you to scale up. Try it - I think you'd really enjoy the slower pace of the game.
Re: Development and Discussion
OMFG - oh my fabulous god - all looks awesome, stunningArch666Angel wrote:Maybe the last in the series of tech labs, not completely sure yet. It's the main lab which only get's turned on a handful of times in the whole game
WIP screens but that's what it looks like at the moment
Nickname on ModPortal - Naron79
Re: Development and Discussion
thermonuclear reactors are cool
Do you have to start a new game?
will it be extra packs ??
to the main?
термоядерные реакторы это круто
новую игру что ли придеться начинать?
это будет дополнительные паки??
к основным?
Do you have to start a new game?
will it be extra packs ??
to the main?
термоядерные реакторы это круто
новую игру что ли придеться начинать?
это будет дополнительные паки??
к основным?
Re: Development and Discussion
this is a lab ? but what happens if you combined with pyn coal mod ?
will it crash ?
will it crash ?
Re: Development and Discussion
No, bcuz we already have patch viewtopic.php?f=97&t=51967&p=303496#p303496Hellatze wrote:this is a lab ? but what happens if you combined with pyn coal mod ?
will it crash ?
But full compatibility is my dream especially regarding the science pack system and i think that Arch666Angel want to rework science pack system too - its interesting what all this means - some pack looks like bob's alien science packs
I not up to the end understand why pyanodon made only 3 science pack like in 0.13-0.14 version of factorio and still did not make 3 remained science packs - military, production and hi-tech - but it is worth considering what is one bob's logistic science pack left
Of course we need big patch for PYCP - this project definitely deserves this to be compatible with bob's mods
Nickname on ModPortal - Naron79
Re: Development and Discussion
One for each expansion.aklesey1 wrote:I not up to the end understand why pyanodon made only 3 science pack like in 0.13-0.14 version of factorio and still did not make 3 remained science packs - military, production and hi-tech
pY Coal processing mod
Discord: Pyanodon #5791
Discord: Pyanodon #5791
Re: Development and Discussion
Big thanks for ur explanation pyanodonpyanodon wrote:One for each expansion.aklesey1 wrote:I not up to the end understand why pyanodon made only 3 science pack like in 0.13-0.14 version of factorio and still did not make 3 remained science packs - military, production and hi-tech
Nickname on ModPortal - Naron79
Re: Development and Discussion
Wow all looks awesome, can't wait for new update from you Arch666AngelArch666Angel wrote:Maybe the last in the series of tech labs, not completely sure yet. It's the main lab which only get's turned on a handful of times in the whole game
WIP screens but that's what it looks like at the moment
Re: Development and Discussion
Mella wrote:
Wow all looks awesome, can't wait for new update from you Arch666Angel
IKR?
I'm trying not to get to far in my current new game, because I don't want to lose too much when this comes to town. Any idea of the time-frame? Is this as extensive of an update as it appears?
Re: Development and Discussion
I feel I must second this as well. I've only gotten to blue science, so seeing this overhaul makes me want to wait and possibly reset the tech tree to try the new system. That is if the mod is not too far from being finished or a beta release.eformo wrote:Mella wrote:
Wow all looks awesome, can't wait for new update from you Arch666Angel
IKR?
I'm trying not to get to far in my current new game, because I don't want to lose too much when this comes to town. Any idea of the time-frame? Is this as extensive of an update as it appears?
It also wouldn't hurt to know what those new additions are for bio-industries as well. Biological applications in production is probably the most fascinating science to me, but it's hard to tell from the very tiny screenshot what's going on. I'm hoping that it's a nice supplementary addition to the main game and not something kind of pointless to really get into, since there seems to be a lot there and I doubt it all has practical applications. I'd like to be pleasantly surprised though.
- Arch666Angel
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Re: Development and Discussion
A release is still a bit off, couple of weeks at least. I'm starting with a new job soon so my time will be limited by then. There is also a lot to do with the overhaul(s) the general structure is there but I need to tinker with recipes and costs.Light wrote:I feel I must second this as well. I've only gotten to blue science, so seeing this overhaul makes me want to wait and possibly reset the tech tree to try the new system. That is if the mod is not too far from being finished or a beta release.eformo wrote:Mella wrote:
Wow all looks awesome, can't wait for new update from you Arch666Angel
IKR?
I'm trying not to get to far in my current new game, because I don't want to lose too much when this comes to town. Any idea of the time-frame? Is this as extensive of an update as it appears?
It also wouldn't hurt to know what those new additions are for bio-industries as well. Biological applications in production is probably the most fascinating science to me, but it's hard to tell from the very tiny screenshot what's going on. I'm hoping that it's a nice supplementary addition to the main game and not something kind of pointless to really get into, since there seems to be a lot there and I doubt it all has practical applications. I'd like to be pleasantly surprised though.
For bio processing it is similar. The farming is more of an addition/alternate method to get certain resources, but also the stock for what I have in mind with modules and items that should be somewhat restricted in their number at the start/mid of the game (e.g. loaders,...). If you have ideas and suggestion what else could be done with some of the farming go on I'm reading everything in here
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"