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Angel trains optimalisation (easy use) #164

Closed
17 tasks done
LovelySanta opened this issue Apr 3, 2020 · 2 comments · Fixed by #186
Closed
17 tasks done

Angel trains optimalisation (easy use) #164

LovelySanta opened this issue Apr 3, 2020 · 2 comments · Fixed by #186
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Angels Addon addon related Impact: Enhancement Improvements, not pressing

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@LovelySanta
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LovelySanta commented Apr 3, 2020

Localisation

Rename crawler train components for confusion + vanilla naming compatibility:

  • "Crawler" Construction Train Locomotive -> Crawler Locomotive
  • "Crawler" Construction Train Locomotive Wagon -> Crawler Locomotive Tender
  • "Crawler" Construction Train Wagon -> Crawler Cargo Wagon
  • "Crawler" Construction Train Robot Wagon -> Crawler Robot Wagon

Rename smelting train components for vanilla naming compatibility

  • Smelting Wagon -> Smelting Cargo Wagon

Rename petrochem train components for vanilla naming compatibility

  • Petrochem Gas Tank Wagon -> PetroChem Gas Fluid Wagon
  • Petrochem Oil Tank Wagon -> PetroChem Oil Fluid Wagon

Appearance

Change ordening of items/recipes so they have a uniform order:

  • Move smelting cargo wagons to the back, so locomotives are in front
  • When angels industry is present, all trains are ordened differently, so in that case, we should orden the trains/recipes in a similar fasion
  • Train colors should be less vibrant and wagons should be tintable as well

Balancing

Balancing between the trains

  • Crawler Cargo Wagons have same size and weight of smelting train, which is good, but make the Crawler Robot Wagon the same size as the Cargo wagon, so it is just twice as heavy
  • Balance out all weights of the trains so they are easier to compare against the vanilla/bob trains

Additions

  • When bob trains are present, update the settings defaults (setting-updata.lua) to use by default the same amount of tiers as bob mod has (so 3 tiers instead of 1)
  • Remove the enable higher tier trains setting, and just use the amount of tiers to define the tiers, this is more a duplicate (obsolete) setting with no use

Recipes

  • Petrochem should use the petro tanks instead of the other tanks for the higher tiered recipes, as the tier 1 does
  • Higher tier trains should have beter recipes instead of more of the same thing (in progress)

Base game

@LovelySanta LovelySanta added Impact: Enhancement Improvements, not pressing Angels Addon addon related labels Apr 3, 2020
@LovelySanta LovelySanta self-assigned this Apr 3, 2020
TimVroom added a commit that referenced this issue Apr 3, 2020
- Slight rebalance for petrotrain
- Reorder of smeltingtrain
@TimVroom
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TimVroom commented Apr 3, 2020

Start made in branch 164-training

@LovelySanta LovelySanta linked a pull request Apr 10, 2020 that will close this issue
TimVroom added a commit that referenced this issue Apr 11, 2020
- fixed cab for not executing its updates
TimVroom added a commit that referenced this issue Apr 11, 2020
* Issue #164 - Renamed most trains

- Slight rebalance for petrotrain
- Reorder of smeltingtrain

* Feedback for previous commit

* Added ability to copy paste color from locomotives/train stops to the smelter cargo wagons and virsa versa

* Added ability to copy paste color from locomotives/train stops to the smelter cargo wagons and virsa versa

* ordening of trains done

* When bob trains are present, update the tier defaults to 3

* Implemented new recipes for crawler

* finishing vanilla recipes for smelt and petro train

* added recipes for crawler with industries

* finishing up industry recipe and tech overhaul

* Updated changelog

* Issue #164: Updating Pull Request Feedback

* Issue #164: Many fixes, also a generic fix for prereq removal

- fixed cab for not executing its updates

Co-authored-by: Tim Vroom <800147+TimVroom@users.noreply.github.com>
@TimVroom
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This is fixed and merged into dev

TimVroom added a commit that referenced this issue Apr 12, 2020
* Fixed electronic blocks in assemblers (#110)

* Fixed crash when barrreling recipe did not exist

* Component Return setting update

* Added migration for tech tree fixes for who that does not play with industries

* Fixed crash related to recipe ingredient list having empty fields due to other filthy mods

* Fixed crash related to technologies using count_formula instead of count for none-infinite tech

* Allow productivity on (all) analyzers and datacores

* Tweakes some technologies, recipes and items after the previous update

* small tweaks to nilaus

* Fixed when playing with bobs that assembling machines 1 and logistics 1 were locked behind basic labs

* Fixed production science pack required bobs chemical plant instead of angels version

#114

* Fixed the TP bot

* Added Nilaus' Floor Lamp and updated localisations

* change trigger for bobs alien tech to move for tech, not components

just a small change

* Added new Trigger icon

Beautiful work Santa

* Multiple fixes on gun turrets when playing with overhauls

Related to #124 and #125

* Fixed that the vanilla lab was not hidden when playing pure angels

#122

* Added missing prerequisite of Paper Making 1 to Red Circuits

#121

* Fixed bobmonium setting to spawn in starting area by default

* Issue #126 resolved: Added migration so rocket fuel gets enabled again (#127)

for research

* Resolves #121: Make all buildings upgradeable (#128)

- Fixed boilers with wrong number tint
- Fixed changelog refining (corrected date)

* Fixed wire recipes from plates could not be made in bobs electronics assembler

* Minor fix for 119: missed algae farm

* Fixed temperatures on molten liquids

* updated dates in changelogs for release

* Added migration to nilaus addon

* New readme for mod portal pages

* small crash fixes

    - Fixed oil refinery didn't have fast_replaceable_group set
    - Fixed crash when bob pure water was disabled

* Fixed date on changelog...

* Minor improvement for checking the upgradeability of the oil refinery

* Stone wall now require only 1 Construction Block 2 instead of 5

* Fixed missing localised description on Alien Plant Life Sample

* Fertilizer now takes twice the amount of Compost

#136

* Fermentation Base processing now produces half the amount of compost

#136

* Decrease production of Compost

#136

* Changed graphics on tree recipes to represent the trees instead of their product

* Fixed recipe icon tint on water recipes to use refining tint color

#134

* Fixed missing localisation for heavy water seperation recipes

#134

* extended make_void function

#136

* Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting

* Revert "Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting"

This reverts commit 96775d3.

* Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting

* Fixed unnatural crash... maybe resetting it will help

* Fixed failed attempt on re-enabling rocket-fuel on existing saves

#126

* Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting

* Fixed higher tier boilers required multiple of the previous tier with ingredient multiplier

#138

* Changed mining time of burner ore crusher so it's easier to pick up in early game

#130

* Excluded Chemical Plant recipe from marathon mode when it is required for science packs

* deleted old files that can't be used anymore

* Fixed recipes would use the unobtainable advanced processing blocks

* Changed the name from Non Expendable mold to Reusable Mold

#135

* Added basic recipe tints to the induction furnace + recipes

* Fixed submachine gun was unlocking with Turrets instead of Basic Military technology

* Moved angels crawler to separate mod (#145)

#124

* Implemented function for viscous liquid recipe icons

Also removed the petrochem number icons as they should use the ones from refining

* Nilaus car tweaks (#146)

Issue #143

* Changed stack size of pavement items (#105)

Also contains a setting to change it in range 200-1000 (200 by default)

* Disable bob's tech when chem plant/electroliser is disabled (#147)

* Fixed Assembling Machine 1 was locked in red science when playing with bobs Burner Assemblers disabled

* Changed Grey Circuit Board hand crafting to use the Circuit Board from wood instead of paper

* Fixed Concrete Brick and Reinforced Concrete Brick couldn't be placed next to water

* New Mold Casting recipes

I kept tungsten as is, for something different
NOTE: a potential iron duplication may occur with the otherwise useless expendable mold iron motor recipe (at the cost of tonnes of sand and cutting ingot of choice)

* - Fixed missing num_1 file

- Removed data-updates for not used crawlertrain components

* Fixes #150: Wooden pole recipe products/gives 1

* #153 adjustment

Replace global ingredient of lab with angels-basic-lab-2

* Fixed ore pastes would enable when you don't need them

* Fixed Automation 2 did not depend on Construction Components 2

I#151, PR#156

* Fixed some labs would require the base game Lab as ingredient instead of angels variant

#153

* rods/sticks did show incorrectly (#155)

* Fixes startup error

* updated changelogs

* Hotfixed nilaus lamps

* Changed build to use dotted date again

* Proper version increase in changelog nilaus

* Fixed liquid-fuel-oil fuel value typo

Also "rebalanced" the enriched fuel block and liquid-fuel values

* issue #163: Reduced expander collisionboxes (#173)

* Make a 10x10 grid for nilaus instead of 9x9

* Sintering Oven could not be crafted without sintering

- Sintering oven fix (in refining recipe-builder-fallback
- Slag in place of hydroxide for expendable mold recipe

* #167 closure

Added changelog and bumped version

* Fixed crushed bob/rub smelting showing up in spec-vanilla case

added localisation for solid-salt (was in petrochem)
pushed version
updated changelog
used recipe update check to remove recipe if not needed
 - Tested with all 3 variants

* Added in a new cheaper wall

Added in a new cheaper wall for early defensive needs
updated changelog
updated version

* Updates to BobRevamp

Clobbers the advanced lithium process in favour of the more advance angels process
Only removes nitric system if it is active
Patched new sodium carbonate recipes to match angels style (mostly)

* Updating to the standards for refining (new version and default ??? for changelog)

* Electronics should be craftable in bobs electronics assembler (#177)

* Alternative for early game liquid resin (#184)

* Implements #164 trains (#186)

* Issue #164 - Renamed most trains

- Slight rebalance for petrotrain
- Reorder of smeltingtrain

* Feedback for previous commit

* Added ability to copy paste color from locomotives/train stops to the smelter cargo wagons and virsa versa

* Added ability to copy paste color from locomotives/train stops to the smelter cargo wagons and virsa versa

* ordening of trains done

* When bob trains are present, update the tier defaults to 3

* Implemented new recipes for crawler

* finishing vanilla recipes for smelt and petro train

* added recipes for crawler with industries

* finishing up industry recipe and tech overhaul

* Updated changelog

* Issue #164: Updating Pull Request Feedback

* Issue #164: Many fixes, also a generic fix for prereq removal

- fixed cab for not executing its updates

Co-authored-by: Tim Vroom <800147+TimVroom@users.noreply.github.com>

* Removal of unused file/consistend naming use

* More silent build script

* Fixes #176: Previous tier lab required for non mineable setting (#185)

* Fixes #176: Previous tier lab required for non mineable setting

* Previous lab is now required all modes where tech is enabled #176

* Added build script to create mod folder updates

* deduce appdata location

* Integration of crawler bots into component and science overhaul

* Fixed molding updates were in industries instead of smelting

* Concrete Brick and Reinforced Concrete Brick now lay tutorial grid tiles #162

* Reduced the amount of Advanced Chemical Plants required to make fish water #168

* Fixes #169: Fixing bobs burner phase with techrework (#187)

* Moved migration to proper version for angelssmelting

* Updated changelogs with release dates

* Fixing alignment (no single line if)

* Fixing migration for cargo-bot rework (auto unlock when researched)

* made early game wall upgradable

* Minor alignment fixes..

* Hotfix/bugfix for #189

Co-authored-by: LovelySanta <laurens.scheldeman@gmail.com>
Co-authored-by: Pezzawinkle <54166225+Pezzawinkle@users.noreply.github.com>
Co-authored-by: Thomas Ziegler <toydarian1@gmail.com>
Co-authored-by: Kine7ics <49065448+Kine7ics@users.noreply.github.com>
TimVroom added a commit that referenced this issue Apr 12, 2020
* Fixed electronic blocks in assemblers (#110)

* Fixed crash when barrreling recipe did not exist

* Component Return setting update

* Added migration for tech tree fixes for who that does not play with industries

* Fixed crash related to recipe ingredient list having empty fields due to other filthy mods

* Fixed crash related to technologies using count_formula instead of count for none-infinite tech

* Allow productivity on (all) analyzers and datacores

* Tweakes some technologies, recipes and items after the previous update

* small tweaks to nilaus

* Fixed when playing with bobs that assembling machines 1 and logistics 1 were locked behind basic labs

* Fixed production science pack required bobs chemical plant instead of angels version

#114

* Fixed the TP bot

* Added Nilaus' Floor Lamp and updated localisations

* change trigger for bobs alien tech to move for tech, not components

just a small change

* Added new Trigger icon

Beautiful work Santa

* Multiple fixes on gun turrets when playing with overhauls

Related to #124 and #125

* Fixed that the vanilla lab was not hidden when playing pure angels

#122

* Added missing prerequisite of Paper Making 1 to Red Circuits

#121

* Fixed bobmonium setting to spawn in starting area by default

* Issue #126 resolved: Added migration so rocket fuel gets enabled again (#127)

for research

* Resolves #121: Make all buildings upgradeable (#128)

- Fixed boilers with wrong number tint
- Fixed changelog refining (corrected date)

* Fixed wire recipes from plates could not be made in bobs electronics assembler

* Minor fix for 119: missed algae farm

* Fixed temperatures on molten liquids

* updated dates in changelogs for release

* Added migration to nilaus addon

* New readme for mod portal pages

* small crash fixes

    - Fixed oil refinery didn't have fast_replaceable_group set
    - Fixed crash when bob pure water was disabled

* Fixed date on changelog...

* Minor improvement for checking the upgradeability of the oil refinery

* Stone wall now require only 1 Construction Block 2 instead of 5

* Fixed missing localised description on Alien Plant Life Sample

* Fertilizer now takes twice the amount of Compost

#136

* Fermentation Base processing now produces half the amount of compost

#136

* Decrease production of Compost

#136

* Changed graphics on tree recipes to represent the trees instead of their product

* Fixed recipe icon tint on water recipes to use refining tint color

#134

* Fixed missing localisation for heavy water seperation recipes

#134

* extended make_void function

#136

* Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting

* Revert "Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting"

This reverts commit 96775d3.

* Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting

* Fixed unnatural crash... maybe resetting it will help

* Fixed failed attempt on re-enabling rocket-fuel on existing saves

#126

* Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting

* Fixed higher tier boilers required multiple of the previous tier with ingredient multiplier

#138

* Changed mining time of burner ore crusher so it's easier to pick up in early game

#130

* Excluded Chemical Plant recipe from marathon mode when it is required for science packs

* deleted old files that can't be used anymore

* Fixed recipes would use the unobtainable advanced processing blocks

* Changed the name from Non Expendable mold to Reusable Mold

#135

* Added basic recipe tints to the induction furnace + recipes

* Fixed submachine gun was unlocking with Turrets instead of Basic Military technology

* Moved angels crawler to separate mod (#145)

#124

* Implemented function for viscous liquid recipe icons

Also removed the petrochem number icons as they should use the ones from refining

* Nilaus car tweaks (#146)

Issue #143

* Changed stack size of pavement items (#105)

Also contains a setting to change it in range 200-1000 (200 by default)

* Disable bob's tech when chem plant/electroliser is disabled (#147)

* Fixed Assembling Machine 1 was locked in red science when playing with bobs Burner Assemblers disabled

* Changed Grey Circuit Board hand crafting to use the Circuit Board from wood instead of paper

* Fixed Concrete Brick and Reinforced Concrete Brick couldn't be placed next to water

* New Mold Casting recipes

I kept tungsten as is, for something different
NOTE: a potential iron duplication may occur with the otherwise useless expendable mold iron motor recipe (at the cost of tonnes of sand and cutting ingot of choice)

* - Fixed missing num_1 file

- Removed data-updates for not used crawlertrain components

* Fixes #150: Wooden pole recipe products/gives 1

* #153 adjustment

Replace global ingredient of lab with angels-basic-lab-2

* Fixed ore pastes would enable when you don't need them

* Fixed Automation 2 did not depend on Construction Components 2

I#151, PR#156

* Fixed some labs would require the base game Lab as ingredient instead of angels variant

#153

* rods/sticks did show incorrectly (#155)

* Fixes startup error

* updated changelogs

* Hotfixed nilaus lamps

* Changed build to use dotted date again

* Proper version increase in changelog nilaus

* Fixed liquid-fuel-oil fuel value typo

Also "rebalanced" the enriched fuel block and liquid-fuel values

* issue #163: Reduced expander collisionboxes (#173)

* Make a 10x10 grid for nilaus instead of 9x9

* Sintering Oven could not be crafted without sintering

- Sintering oven fix (in refining recipe-builder-fallback
- Slag in place of hydroxide for expendable mold recipe

* #167 closure

Added changelog and bumped version

* Fixed crushed bob/rub smelting showing up in spec-vanilla case

added localisation for solid-salt (was in petrochem)
pushed version
updated changelog
used recipe update check to remove recipe if not needed
 - Tested with all 3 variants

* Added in a new cheaper wall

Added in a new cheaper wall for early defensive needs
updated changelog
updated version

* Updates to BobRevamp

Clobbers the advanced lithium process in favour of the more advance angels process
Only removes nitric system if it is active
Patched new sodium carbonate recipes to match angels style (mostly)

* Updating to the standards for refining (new version and default ??? for changelog)

* Electronics should be craftable in bobs electronics assembler (#177)

* Alternative for early game liquid resin (#184)

* Implements #164 trains (#186)

* Issue #164 - Renamed most trains

- Slight rebalance for petrotrain
- Reorder of smeltingtrain

* Feedback for previous commit

* Added ability to copy paste color from locomotives/train stops to the smelter cargo wagons and virsa versa

* Added ability to copy paste color from locomotives/train stops to the smelter cargo wagons and virsa versa

* ordening of trains done

* When bob trains are present, update the tier defaults to 3

* Implemented new recipes for crawler

* finishing vanilla recipes for smelt and petro train

* added recipes for crawler with industries

* finishing up industry recipe and tech overhaul

* Updated changelog

* Issue #164: Updating Pull Request Feedback

* Issue #164: Many fixes, also a generic fix for prereq removal

- fixed cab for not executing its updates

Co-authored-by: Tim Vroom <800147+TimVroom@users.noreply.github.com>

* Removal of unused file/consistend naming use

* More silent build script

* Fixes #176: Previous tier lab required for non mineable setting (#185)

* Fixes #176: Previous tier lab required for non mineable setting

* Previous lab is now required all modes where tech is enabled #176

* Added build script to create mod folder updates

* deduce appdata location

* Integration of crawler bots into component and science overhaul

* Fixed molding updates were in industries instead of smelting

* Concrete Brick and Reinforced Concrete Brick now lay tutorial grid tiles #162

* Reduced the amount of Advanced Chemical Plants required to make fish water #168

* Fixes #169: Fixing bobs burner phase with techrework (#187)

* Moved migration to proper version for angelssmelting

* Updated changelogs with release dates

* Fixing alignment (no single line if)

* Fixing migration for cargo-bot rework (auto unlock when researched)

* made early game wall upgradable

* Minor alignment fixes..

* Hotfix/bugfix for #189

* Fixing steam science for bobs burner phase

Co-authored-by: LovelySanta <laurens.scheldeman@gmail.com>
Co-authored-by: Pezzawinkle <54166225+Pezzawinkle@users.noreply.github.com>
Co-authored-by: Thomas Ziegler <toydarian1@gmail.com>
Co-authored-by: Kine7ics <49065448+Kine7ics@users.noreply.github.com>
TimVroom added a commit that referenced this issue Apr 20, 2020
* Fixed electronic blocks in assemblers (#110)

* Fixed crash when barrreling recipe did not exist

* Component Return setting update

* Added migration for tech tree fixes for who that does not play with industries

* Fixed crash related to recipe ingredient list having empty fields due to other filthy mods

* Fixed crash related to technologies using count_formula instead of count for none-infinite tech

* Allow productivity on (all) analyzers and datacores

* Tweakes some technologies, recipes and items after the previous update

* small tweaks to nilaus

* Fixed when playing with bobs that assembling machines 1 and logistics 1 were locked behind basic labs

* Fixed production science pack required bobs chemical plant instead of angels version

#114

* Fixed the TP bot

* Added Nilaus' Floor Lamp and updated localisations

* change trigger for bobs alien tech to move for tech, not components

just a small change

* Added new Trigger icon

Beautiful work Santa

* Multiple fixes on gun turrets when playing with overhauls

Related to #124 and #125

* Fixed that the vanilla lab was not hidden when playing pure angels

#122

* Added missing prerequisite of Paper Making 1 to Red Circuits

#121

* Fixed bobmonium setting to spawn in starting area by default

* Issue #126 resolved: Added migration so rocket fuel gets enabled again (#127)

for research

* Resolves #121: Make all buildings upgradeable (#128)

- Fixed boilers with wrong number tint
- Fixed changelog refining (corrected date)

* Fixed wire recipes from plates could not be made in bobs electronics assembler

* Minor fix for 119: missed algae farm

* Fixed temperatures on molten liquids

* updated dates in changelogs for release

* Added migration to nilaus addon

* New readme for mod portal pages

* small crash fixes

    - Fixed oil refinery didn't have fast_replaceable_group set
    - Fixed crash when bob pure water was disabled

* Fixed date on changelog...

* Minor improvement for checking the upgradeability of the oil refinery

* Stone wall now require only 1 Construction Block 2 instead of 5

* Fixed missing localised description on Alien Plant Life Sample

* Fertilizer now takes twice the amount of Compost

#136

* Fermentation Base processing now produces half the amount of compost

#136

* Decrease production of Compost

#136

* Changed graphics on tree recipes to represent the trees instead of their product

* Fixed recipe icon tint on water recipes to use refining tint color

#134

* Fixed missing localisation for heavy water seperation recipes

#134

* extended make_void function

#136

* Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting

* Revert "Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting"

This reverts commit 96775d3.

* Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting

* Fixed unnatural crash... maybe resetting it will help

* Fixed failed attempt on re-enabling rocket-fuel on existing saves

#126

* Fixed missing tin related to attempted bugfix in 0.11.4 when playing without angelssmelting

* Fixed higher tier boilers required multiple of the previous tier with ingredient multiplier

#138

* Changed mining time of burner ore crusher so it's easier to pick up in early game

#130

* Excluded Chemical Plant recipe from marathon mode when it is required for science packs

* deleted old files that can't be used anymore

* Fixed recipes would use the unobtainable advanced processing blocks

* Changed the name from Non Expendable mold to Reusable Mold

#135

* Added basic recipe tints to the induction furnace + recipes

* Fixed submachine gun was unlocking with Turrets instead of Basic Military technology

* Moved angels crawler to separate mod (#145)

#124

* Implemented function for viscous liquid recipe icons

Also removed the petrochem number icons as they should use the ones from refining

* Nilaus car tweaks (#146)

Issue #143

* Changed stack size of pavement items (#105)

Also contains a setting to change it in range 200-1000 (200 by default)

* Disable bob's tech when chem plant/electroliser is disabled (#147)

* Fixed Assembling Machine 1 was locked in red science when playing with bobs Burner Assemblers disabled

* Changed Grey Circuit Board hand crafting to use the Circuit Board from wood instead of paper

* Fixed Concrete Brick and Reinforced Concrete Brick couldn't be placed next to water

* New Mold Casting recipes

I kept tungsten as is, for something different
NOTE: a potential iron duplication may occur with the otherwise useless expendable mold iron motor recipe (at the cost of tonnes of sand and cutting ingot of choice)

* - Fixed missing num_1 file

- Removed data-updates for not used crawlertrain components

* Fixes #150: Wooden pole recipe products/gives 1

* #153 adjustment

Replace global ingredient of lab with angels-basic-lab-2

* Fixed ore pastes would enable when you don't need them

* Fixed Automation 2 did not depend on Construction Components 2

I#151, PR#156

* Fixed some labs would require the base game Lab as ingredient instead of angels variant

#153

* rods/sticks did show incorrectly (#155)

* Fixes startup error

* updated changelogs

* Hotfixed nilaus lamps

* Changed build to use dotted date again

* Proper version increase in changelog nilaus

* Fixed liquid-fuel-oil fuel value typo

Also "rebalanced" the enriched fuel block and liquid-fuel values

* issue #163: Reduced expander collisionboxes (#173)

* Make a 10x10 grid for nilaus instead of 9x9

* Sintering Oven could not be crafted without sintering

- Sintering oven fix (in refining recipe-builder-fallback
- Slag in place of hydroxide for expendable mold recipe

* #167 closure

Added changelog and bumped version

* Fixed crushed bob/rub smelting showing up in spec-vanilla case

added localisation for solid-salt (was in petrochem)
pushed version
updated changelog
used recipe update check to remove recipe if not needed
 - Tested with all 3 variants

* Added in a new cheaper wall

Added in a new cheaper wall for early defensive needs
updated changelog
updated version

* Updates to BobRevamp

Clobbers the advanced lithium process in favour of the more advance angels process
Only removes nitric system if it is active
Patched new sodium carbonate recipes to match angels style (mostly)

* Updating to the standards for refining (new version and default ??? for changelog)

* Electronics should be craftable in bobs electronics assembler (#177)

* Alternative for early game liquid resin (#184)

* Implements #164 trains (#186)

* Issue #164 - Renamed most trains

- Slight rebalance for petrotrain
- Reorder of smeltingtrain

* Feedback for previous commit

* Added ability to copy paste color from locomotives/train stops to the smelter cargo wagons and virsa versa

* Added ability to copy paste color from locomotives/train stops to the smelter cargo wagons and virsa versa

* ordening of trains done

* When bob trains are present, update the tier defaults to 3

* Implemented new recipes for crawler

* finishing vanilla recipes for smelt and petro train

* added recipes for crawler with industries

* finishing up industry recipe and tech overhaul

* Updated changelog

* Issue #164: Updating Pull Request Feedback

* Issue #164: Many fixes, also a generic fix for prereq removal

- fixed cab for not executing its updates

Co-authored-by: Tim Vroom <800147+TimVroom@users.noreply.github.com>

* Removal of unused file/consistend naming use

* More silent build script

* Fixes #176: Previous tier lab required for non mineable setting (#185)

* Fixes #176: Previous tier lab required for non mineable setting

* Previous lab is now required all modes where tech is enabled #176

* Added build script to create mod folder updates

* deduce appdata location

* Integration of crawler bots into component and science overhaul

* Fixed molding updates were in industries instead of smelting

* Concrete Brick and Reinforced Concrete Brick now lay tutorial grid tiles #162

* Reduced the amount of Advanced Chemical Plants required to make fish water #168

* Fixes #169: Fixing bobs burner phase with techrework (#187)

* Moved migration to proper version for angelssmelting

* Updated changelogs with release dates

* Fixing alignment (no single line if)

* Fixing migration for cargo-bot rework (auto unlock when researched)

* made early game wall upgradable

* Minor alignment fixes..

* Hotfix/bugfix for #189

* Fixing steam science for bobs burner phase

* Fixes for bobsrevamp without plates (and using general check if its enabled)

* Fixes #198: Copied lab tiles to new tile and made mineable. (#199)

Migration added so it replaces all the currently placed tiles

* Minor fixes ...

* Fixes issues with 18.19: next_upgrade is removed and causes crashes (#205)

* Fixes issues with 18.19: next_upgrade is removed and causes crashes

* Properly update the version number

* Updated date for released fixes

Co-authored-by: LovelySanta <laurens.scheldeman@gmail.com>
Co-authored-by: Pezzawinkle <54166225+Pezzawinkle@users.noreply.github.com>
Co-authored-by: Thomas Ziegler <toydarian1@gmail.com>
Co-authored-by: Kine7ics <49065448+Kine7ics@users.noreply.github.com>
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Angels Addon addon related Impact: Enhancement Improvements, not pressing
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