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Merge pull request #360 from Arch666Angel/dev
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Release bugfix patch 2 (1.0 release)
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Pezzawinkle authored Aug 20, 2020
2 parents 1a629fb + 3583a8b commit 70136a9
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63 changes: 33 additions & 30 deletions README.md
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- III. [Angel's Petrochem](https://forums.factorio.com/viewtopic.php?f=185&t=25472)
- IV. [Angel's Metallurgy Smelting](https://forums.factorio.com/viewtopic.php?f=185&t=33566)
- V. [Angel's Bio Processing](https://forums.factorio.com/viewtopic.php?f=185&t=25469)
- VI. [Angel's Industries](https://forums.factorio.com/viewtopic.php?f=185&t=58585) (Alpha)
- VI. [Angel's Industries](https://forums.factorio.com/viewtopic.php?f=185&t=58585)
- VII. Angel's Exploration (Beta)
- VIII. [Angel's Add-ons](https://forums.factorio.com/viewtopic.php?f=185&t=30962)
- VIII.I. [Warehouses](https://forums.factorio.com/viewtopic.php?p=396867#p396867)
- VIII.II. [Ore Silos](https://forums.factorio.com/viewtopic.php?p=396868#p396868)
- VIII.III. [Ore Silos](https://forums.factorio.com/viewtopic.php?p=396868#p396868)
- VIII.IV. [Petrochem Train](https://forums.factorio.com/viewtopic.php?p=396870#p396870)
- VIII.V. [Smelting Train](https://forums.factorio.com/viewtopic.php?p=396871#p396871)
- VIII.VI. [C.A.B.](https://forums.factorio.com/viewtopic.php?p=396874#p396874)
- VIII.VII. Decorations
- VIII.I. Storage Options
- [Warehouses](https://forums.factorio.com/viewtopic.php?p=396867#p396867)
- [Ore silos](https://forums.factorio.com/viewtopic.php?p=396868#p396868)
- [Pressure tanks](https://forums.factorio.com/viewtopic.php?p=396869#p396869)
- VIII.II. Mass Transit
- [Petrochem Train](https://forums.factorio.com/viewtopic.php?p=396870#p396870)
- [Smelting Train](https://forums.factorio.com/viewtopic.php?p=396871#p396871)
- Crawler Train
- VIII.III. [C.A.B.](https://forums.factorio.com/viewtopic.php?p=396874#p396874)
- VIII.IV. Decorations
- X. [Development and Discussion](https://forums.factorio.com/viewtopic.php?f=185&t=19652)
- XI. [Bugs & FAQ](https://forums.factorio.com/viewtopic.php?f=185&t=25468)
- XII. [Donations and Chocolate Fund](https://forums.factorio.com/viewtopic.php?f=185&t=38649)
Expand All @@ -29,7 +32,10 @@ Add infinity ores to spawn in addition to the regular existing ores. Supports Va
### II. [Angel's Refining](https://forums.factorio.com/viewtopic.php?f=93&t=24906)
Replaces all ores patches with new once which you have to refine prior to smelting. All the ores (from base/bobs/YI) will be replaced by 6 new compound ores (Saphirite, Stiratite, Crotinnium, Jivolite, Rubyte, Bobmonium) and a new wells (Fissure). The mined compound ores have to be refined before you are able to smelt and cast them into plates. More advanced refining methodes will result in a higher yield of processed ores and may unlock new refined ores.

There are 2 different modes currently: Vanilla (refine for iron and copper ore), Bobs-Angels (BA, refine for a lot of modded ores). Works best in conjunction with Bobmods and supports additional mods like Yuoki Industries, Uranium Power and Nucular.
There are 2 different modes currently:

- Vanilla mode, where you refine for iron, copper and uranium ore.
- Bobs-Angels (BA), where you refine for a lot of modded ores. Works best in conjunction with Bobmods and supports additional mods like Yuoki Industries, Uranium Power and Nucular.

### III. [Angel's Petrochem](https://forums.factorio.com/viewtopic.php?f=185&t=25472)
Changes and adds how Oil processing works. Aside from Coal and Oil Wells in vanilla, Gas Well are added to the game as raw carbon sources. Raw resources have to be processed and transformed though chemical processing chains to gain plastic, resin, rubber and fuels. Also adds the chemical basics for other mods to use: chlorine, nitrogen, sulfur and other chemical compounds are added. Includes alternative skin for the chemical plant matching the gfx style from petrochem.
Expand All @@ -41,7 +47,7 @@ Instead of putting ores into a regular furnace, Metallurgy Smelting provides adv
Explore the alien planet to find the Flora (plant life) and Fauna (animal life) and use it to your advantage.

- Nauvis Processing
- Algae Farming: Different Algae live of a variety of liquid solutions and growth enhancer, they then can be processed for the element they metabolized while growing. **Green Algae** live of Mineralized Water and produces fibers which can replace some aspects of wood. **Brown algae** live of Saline Water and produces salts and acid that can be combined with the fibers to produce paper. **Blue Algae** live of Waste Water and produces Nitrogen heavy compounds. **Red Algae** live of Thermal Water and produces Silicate heavy comounds.
- Algae Farming: Different Algae live of a variety of liquid solutions and growth enhancer, they then can be processed for the element they metabolized while growing. **Green Algae** live of Mineralized Water and produces fibers which can replace some aspects of wood. **Brown algae** live of Saline Water and produces salts and acid that can be combined with the fibers to produce paper. **Red Algae** live of Thermal Water and produces Silicate heavy comounds. **Blue Algae** live of Waste Water and produces Nitrogen heavy compounds.
- Arboretum: By exploring the planet you find different types of deciduous tree in addition to the coniferous trees of the base game. Extract seeds out of these trees and start growing your own trees as a renewable source of wood. More advanced processing leads to more advanced tree growth, allowing you to extract Resin, Plastic and Rubber out of these special trees.
- Vegetabilis Processing
- By exploring the planet you find gardens that you can investigate and refine to seeds. These seeds allow you to grow plants yourself. Process these plants for nutrients, fuel and oils.
Expand All @@ -50,48 +56,45 @@ Explore the alien planet to find the Flora (plant life) and Fauna (animal life)
- Explore the planet to find Puffer Nests to obtain Puffer Eggs. Breed your smelly puffers to obtain different ways of processing gasses.
- Do some experiments on your Puffers and maybe you can breed some tame biters yourself. Study them in order to obtain crystals from them, which can come in handy to increase your factory productivity or speed them up.

### VI. [Angel's Industries](https://forums.factorio.com/viewtopic.php?f=185&t=58585) (Alpha)
### VI. [Angel's Industries](https://forums.factorio.com/viewtopic.php?f=185&t=58585)
Invest in new technologies earlier! Have some logistical advantages by using Angel's logistics.

This mod has some new overhaul settings:

- Industry Overhaul: Add a new mode: Pure-Angel, no Bobs mods required! (BA) Everything contained by Angels mods only. *Does also work with bobs mods.*
- Component Overhaul: All the complex machinery does not come out of the blue, add complex chains to create advanced intermediate products for your buildings. There is also an optional setting that will give you the building ingredients back instead of the building itself (without losses), because all these complex machinery is not so trivial to remove efficiently.
- Technology Overhaul: Instead of science packs, use different science analyzers and datacores to research new innovative way to grow your factory.
- Component Overhaul (Beta): All the complex machinery does not come out of the blue, add complex chains to create advanced intermediate products for your buildings. There is also an optional setting that will give you the building ingredients back instead of the building itself (without losses), because all these complex machinery is not so trivial to remove efficiently.
- Technology Overhaul (Alpha): Instead of science packs, use different science analyzers and datacores to research new innovative way to grow your factory.

### VII. Angel's Exploration (Beta)
The alien life forms do not like you as much as you may like them. Add different tiers of biters and new weapons to counter these creatures.

### VIII. [Angel's Add-ons](https://forums.factorio.com/viewtopic.php?f=185&t=30962)
#### VIII.I. [Warehouses](https://forums.factorio.com/viewtopic.php?p=396867#p396867)
Add big buildings to store bulk amounts (768 slots) of products. Also includes (smaller, 512 slots) logistic versions!

#### VIII.II. [Ore Silos](https://forums.factorio.com/viewtopic.php?p=396868#p396868)
Add 6 silos themed to fit with the compound ores introduced in Angel's Refining, able to store bulk amount of ores (256s lots). Also includes logistic versions!

#### VIII.III. [Ore Silos](https://forums.factorio.com/viewtopic.php?p=396868#p396868)
Add a high volume pressure tank to store a lot of fluid, useful when playing with Angel's Petrochem.
#### VIII.I. Storage Options
- [Warehouses](https://forums.factorio.com/viewtopic.php?p=396867#p396867): Add big buildings to store bulk amounts (768 slots) of products. Also includes (smaller, 512 slots) logistic versions!
- [Ore Silos](https://forums.factorio.com/viewtopic.php?p=396868#p396868): Add 6 silos themed to fit with the compound ores introduced in Angel's Refining, able to store bulk amount of ores (256s lots). Also includes logistic versions!
- [Pressure tanks](https://forums.factorio.com/viewtopic.php?p=396869#p396869): Add a high volume pressure tank to store a lot of fluid, useful when playing with Angel's Petrochem.

#### VIII.IV. [Petrochem Train](https://forums.factorio.com/viewtopic.php?p=396870#p396870)
Add a petrochem themed train with 1 type of locomotive and 2 types of fluid wagons, themed after the oil and gas tanks added in Angel's Petrochem. There are settings to enable multiple tiers of this train.
#### VIII.II. Mass Transit
- [Petrochem Train](https://forums.factorio.com/viewtopic.php?p=396870#p396870): Add a Petrochem themed train with 1 type of locomotive and 2 types of fluid wagons, themed after the oil and gas tanks added in Angel's Petrochem. There are settings to enable multiple tiers of this train.
- [Smelting Train](https://forums.factorio.com/viewtopic.php?p=396871#p396871): Add a Metallurgy Smelting themed train with 2 types of locomotives (regular for the first locomotive and a tender for in between) and a high capacity cargo wagon (64 slots) for long distance traveling between your base and mining outposts! There are settings to enable multiple tiers of this train.
- Crawler Train: Add an an industry themed train with 2 types of locomotive and 2 types of cargo wagons, one capable of carrying construction bots! There are settings to enable multiple tiers of this train.

#### VIII.V. [Smelting Train](https://forums.factorio.com/viewtopic.php?p=396871#p396871)
Add a Metallurgy Smelting themed train with 2 types of locomotives (regular for the first locomotive and a tender for in between) and a high capacity cargo wagon (64 slots) for long distance traveling between your base and mining outposts! There are settings to enable multiple tiers of this train.

#### VIII.VI. [C.A.B.](https://forums.factorio.com/viewtopic.php?p=396874#p396874)
#### VIII.III. [C.A.B.](https://forums.factorio.com/viewtopic.php?p=396874#p396874)
Another type of crawler, the Crawler Autonomous Base. Deploy the C.A.B. and have a small mobile power unit so you can deploy buildings on the fly to temporary help you craft by hand!

#### VIII.VII. Decorations
#### VIII.IV. Decorations
Add small decorations as tributes to the lovely community

- Nilaus Decorations
- ShredNation Decorations

### X. [Development and Discussion](https://forums.factorio.com/viewtopic.php?f=185&t=19652)
For discussions and information about the mods.
For discussions and information about the mods. You can also hang out with us on discord:

[![Discord join icon](https://discordapp.com/api/guilds/164794742893182976/widget.png?style=banner2)](https://discord.gg/ff5p6KE)

### XI. [Bugs & FAQ](https://forums.factorio.com/viewtopic.php?f=185&t=25468)
For bug reports.

### XII. [Donations and Chocolate Fund](https://forums.factorio.com/viewtopic.php?f=185&t=38649)
For chocolates!
For chocolates!
8 changes: 8 additions & 0 deletions angelsaddons-mobility/changelog.txt
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---------------------------------------------------------------------------------------------------
Version: 0.0.1
Date: 20.08.2020
Features:
- Merges angels mobility mods:
- Angels Crawler train v0.1.6
- Angels Petro train v0.5.10
- Angels Smelting train v0.3.9
69 changes: 69 additions & 0 deletions angelsaddons-mobility/control.lua
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local sourceEntityTypes = {
["train-stop"] = true,
["locomotive"] = true,
["cargo-wagon"] = true,
["fluid-wagon"] = true
}

local destinationEntityTypes = {
["cargo-wagon"] = false,
["fluid-wagon"] = true
}

local ptier_amount = settings.startup["angels-petrotrain-tier-amount"].value
local stier_amount = settings.startup["angels-smeltingtrain-tier-amount"].value
local wagonsToCopy = {
["petro-tank1"] = ptier_amount >= 1,
["petro-tank1-2"] = ptier_amount >= 2,
["petro-tank1-3"] = ptier_amount >= 3,
["petro-tank1-4"] = ptier_amount >= 4,
["petro-tank1-5"] = ptier_amount >= 5,
["petro-tank2"] = ptier_amount >= 1,
["petro-tank2-2"] = ptier_amount >= 2,
["petro-tank2-3"] = ptier_amount >= 3,
["petro-tank2-4"] = ptier_amount >= 4,
["petro-tank2-5"] = ptier_amount >= 5,
["smelting-wagon-1"] = stier_amount >= 1,
["smelting-wagon-1-2"] = stier_amount >= 2,
["smelting-wagon-1-3"] = stier_amount >= 3,
["smelting-wagon-1-4"] = stier_amount >= 4,
["smelting-wagon-1-5"] = stier_amount >= 5
}

local on_entity_settings_pasted = function(event)
local source = event.source
local destination = event.destination

if
(wagonsToCopy[source.name] or wagonsToCopy[destination.name]) and -- correct train to do behaviour for
(sourceEntityTypes[source.type] and destinationEntityTypes[destination.type] or -- paste to a cargo or fluid wagon
sourceEntityTypes[destination.type] and destinationEntityTypes[source.type])
then -- copy from a cargo or fluid wagon
local source_color = source.color or source.prototype.color
if source_color then
local destination_color = destination.color or destination.prototype.color
destination.color = {
r = source_color.r,
g = source_color.g,
b = source_color.b,
a = destination_color and destination_color.a or 1 -- keep alpha color
}
end
end
end

local init_events = function()
script.on_event(defines.events.on_entity_settings_pasted, on_entity_settings_pasted)
end

script.on_load(
function()
init_events()
end
)

script.on_init(
function()
init_events()
end
)
46 changes: 46 additions & 0 deletions angelsaddons-mobility/data-final-fixes.lua
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local wagons = {
angelsmods.addons.mobility.petrotrain.tier_amount >= 1 and "petro-tank1" or nil,
angelsmods.addons.mobility.petrotrain.tier_amount >= 2 and "petro-tank1-2" or nil,
angelsmods.addons.mobility.petrotrain.tier_amount >= 3 and "petro-tank1-3" or nil,
angelsmods.addons.mobility.petrotrain.tier_amount >= 4 and "petro-tank1-4" or nil,
angelsmods.addons.mobility.petrotrain.tier_amount >= 5 and "petro-tank1-5" or nil,
angelsmods.addons.mobility.petrotrain.tier_amount >= 1 and "petro-tank2" or nil,
angelsmods.addons.mobility.petrotrain.tier_amount >= 2 and "petro-tank2-2" or nil,
angelsmods.addons.mobility.petrotrain.tier_amount >= 3 and "petro-tank2-3" or nil,
angelsmods.addons.mobility.petrotrain.tier_amount >= 4 and "petro-tank2-4" or nil,
angelsmods.addons.mobility.petrotrain.tier_amount >= 5 and "petro-tank2-5" or nil,
angelsmods.addons.mobility.smeltingtrain.tier_amount >= 1 and "smelting-wagon-1" or nil,
angelsmods.addons.mobility.smeltingtrain.tier_amount >= 2 and "smelting-wagon-1-2" or nil,
angelsmods.addons.mobility.smeltingtrain.tier_amount >= 3 and "smelting-wagon-1-3" or nil,
angelsmods.addons.mobility.smeltingtrain.tier_amount >= 4 and "smelting-wagon-1-4" or nil,
angelsmods.addons.mobility.smeltingtrain.tier_amount >= 5 and "smelting-wagon-1-5" or nil
}

for _, prototype_type in pairs {
"train-stop",
"locomotive",
"cargo-wagon"
} do
-- add wagon to other prototypes
for _, prototype in pairs(data.raw[prototype_type]) do
local additional_pastable_entities = prototype.additional_pastable_entities or {}
for _, wagon_name in pairs(wagons) do
table.insert(additional_pastable_entities, wagon_name)
end
prototype.additional_pastable_entities = additional_pastable_entities
end
--fluid wagon updates
local wagon_prototypes = {data.raw["fluid-wagon"],data.raw["cargo-wagon"]}
-- add other prototypes to the wagons
for _, wagon_name in pairs(wagons) do
for _, wagon_proto in pairs(wagon_prototypes) do
if wagon_proto[wagon_name] then
local additional_pastable_entities = wagon_proto[wagon_name].additional_pastable_entities or {}
for prototype_name, _ in pairs(data.raw[prototype_type]) do
table.insert(additional_pastable_entities, prototype_name)
end
wagon_proto[wagon_name].additional_pastable_entities = additional_pastable_entities
end
end
end
end
4 changes: 4 additions & 0 deletions angelsaddons-mobility/data-updates.lua
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require("prototypes.recipes.recipe-updates")
require("prototypes.technology.technology-components-updates")
require("prototypes.technology.technology-tech-updates")
require("prototypes.equipment-updates")
49 changes: 49 additions & 0 deletions angelsaddons-mobility/data.lua
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angelsmods = angelsmods or {}
angelsmods.addons = angelsmods.addons or {}
angelsmods.addons.mobility = angelsmods.addons.mobility or {}
angelsmods.addons.mobility.number_tint = {r = 0.95, g = 0.65, b = 0.25, a = 1}

angelsmods.addons.mobility.crawlertrain = angelsmods.addons.mobility.crawlertrain or {}
angelsmods.addons.mobility.crawlertrain.enabled = settings.startup["angels-crawlertrain-tier-amount"].value >= 1 and true or false
angelsmods.addons.mobility.crawlertrain.tier_amount = settings.startup["angels-crawlertrain-tier-amount"].value
angelsmods.addons.mobility.crawlertrain.number_tint = {r = 0.95, g = 0.65, b = 0.25, a = 1}

angelsmods.addons.mobility.petrotrain = angelsmods.addons.mobility.petrotrain or {}
angelsmods.addons.mobility.petrotrain.enabled = settings.startup["angels-petrotrain-tier-amount"].value >= 1 and true or false
angelsmods.addons.mobility.petrotrain.tier_amount = settings.startup["angels-petrotrain-tier-amount"].value
angelsmods.addons.mobility.petrotrain.number_tint = {r = 0.92, g = 0.07, b = 0, a = 0.5}

angelsmods.addons.mobility.smeltingtrain = angelsmods.addons.mobility.smeltingtrain or {}
angelsmods.addons.mobility.smeltingtrain.enabled = settings.startup["angels-smeltingtrain-tier-amount"].value >= 1 and true or false
angelsmods.addons.mobility.smeltingtrain.tier_amount = settings.startup["angels-smeltingtrain-tier-amount"].value
angelsmods.addons.mobility.smeltingtrain.number_tint = {r = 1, g = 0.38, b = 0, a = 1}



tech_unlocks = {}

require("prototypes.categories")
--CRAWLER
require("prototypes.entities.crawler-locomotive")
require("prototypes.entities.crawler-locomotive-wagon")
require("prototypes.entities.crawler-wagon")
require("prototypes.entities.crawler-bot-wagon")
--PETRO
require("prototypes.entities.petro-locomotive")
require("prototypes.entities.petro-tank1")
require("prototypes.entities.petro-tank2")
--SMELTING
require("prototypes.entities.smelting-locomotive")
require("prototypes.entities.smelting-locomotive-tender")
require("prototypes.entities.smelting-wagon")

require("prototypes.recipes.recipes")

--CRAWLER
require("prototypes.technology.crawler-technology")
--PETRO
require("prototypes.technology.petro-technology")
--SMELTING
require("prototypes.technology.smelting-technology")

tech_unlocks = nil
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15 changes: 15 additions & 0 deletions angelsaddons-mobility/info.json
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{
"name": "angelsaddons-mobility",
"version": "0.0.1",
"factorio_version": "1.0",
"title": "Angel's Addons - Mass Transit",
"author": "Arch666Angel, lovely_santa",
"contact": "https://discord.gg/ff5p6KE",
"homepage": "https://forums.factorio.com/viewforum.php?f=185",
"description": "A combination mod of the various themed trains",
"dependencies": [
"base >= 1.0.0",

"? angelsindustries >= 0.4.5"
]
}
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