KiwiHawk
KiwiHawk
I see pollution modules as very niche, almost to the point of being useless. I believe these side effects are insignificant enough that they are a worthwhile trade-offs. Pollution output...
> It is also not allowed to put prod modules in beacons, so I don't think it's a bad idea to ban productivity in beacons at all. Bob's Modules has...
> I'm thinking about disabling that... angels has huge productivity already.. bobs beacons are OP already... even more productivity is not really required.. I am leaning towards disabling this completely...
Are there any changes you think need to be made to the PR? I've had another look and I believe everything is okay. Furnaces can take Productivity modules but not...
> It depends on settings of game. For example: if you play with biters and evolution enabled, and also expensive recipe/technology costs, then you need to be careful about pollution...
It seems that deadlock requested this in 2019. Maybe if @LovelySanta you could comment saying that Angel's mods would like this added and if @kingarthur91 could also post saying it...
> Maybe slightly off topic, but could you enable Agri Modules for soil production? It's insanely resource consuming for something pretty...basic. At least with agri modules it could be made...
Review #756 at same time Simple way of balancing would be to have three separate categories: Liquefier, Chemical Plant, Advanced Chemical Plant. Easier than trying to make interesting trade offs...
For @Pezzawinkle to review: ### Advanced chemical plant vs Chemical plant Seems no need for recipe `bio-plastic-2` to require Advanced chemical plant. Move to Chemical Plant.  ### Liquefier vs...
From running unit tests: ``` angelsdev-unit-test: Recipe 'angels-atomic-bomb' does not have a crafting_machine_tint set! angelsdev-unit-test: Recipe 'atomic-bomb' does not have a crafting_machine_tint set! angelsdev-unit-test: Recipe 'flame-bullet-projectile' does not have a...