Search found 16 matches
- Sun Sep 04, 2016 4:55 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 135181
Re: [MOD 0.12.x] Marathon 1.0.3
Yeah, Bob's Mods has updated recently, so the compatibility edits in Marathon are probably out of date now. I haven't had time to go over all of it myself to submit an update; if anyone else would like to, I'm sure Afforess would be open to it.
- Sat Jul 16, 2016 1:00 am
- Forum: Mods
- Topic: [MOD 0.12.12+] PocketRepair 1.0.1
- Replies: 13
- Views: 23799
Re: [MOD 0.12.12+] PocketRepair 1.0.1
Looks like it's more than just changing the required Factorio version number...I'll look at it when I get a chance
- Sat Jun 18, 2016 7:53 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 135181
Re: [MOD 0.12.x] Marathon 1.0.3
The point is that the ingredients aren't changed. The game is "harder" without inserting a bunch of extra steps in the production chain, unlike other mods that just make things more complicated.
- Sun Apr 17, 2016 8:54 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 135181
Re: [MOD 0.12.x] Marathon 1.0.3
@Afforess
Seems that you have missed Bobsmods Assembly Machines Mk 4, Mk5 and Mk 6 recipes. Can you fix them? :)
I intentionally didn't adjust their recipes because they require each lower tier as input, and most of the intermediates already have increased cost. That said, I've not managed to get ...
Seems that you have missed Bobsmods Assembly Machines Mk 4, Mk5 and Mk 6 recipes. Can you fix them? :)
I intentionally didn't adjust their recipes because they require each lower tier as input, and most of the intermediates already have increased cost. That said, I've not managed to get ...
- Thu Mar 31, 2016 12:31 am
- Forum: Mods
- Topic: [MOD 0.12.12+] PocketRepair 1.0.1
- Replies: 13
- Views: 23799
Re: [MOD 0.12.12+] PocketRepair 1.0.1
As far as I'm aware, everything should work fine with Bob's. Was there something specific you had an issue with?
- Tue Mar 22, 2016 11:50 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 135181
Re: [MOD 0.12.x] Marathon 1.0.0
I actually took a bit of care to ensure that Marathon 1.0.0 verified each item from Bob's mod exists before updating the recipe. I just missed the fuel rebalances in in item.lua. There should be no problems running only a subset of Bob's mods.
Ahh, I didn't see that bit of the update_recipe ...
- Sun Mar 20, 2016 8:23 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 135181
Re: [MOD 0.12.x] Marathon 1.0.0
toaran: So, Bob's is made to be modular, but the Marathon integration of that is incomplete. If you don't have all of Bob's Mods installed, you're probably gonna run into errors.
orzelek: I can't recall if I reviewed the electronics assembly machine recipes. In most places, I did not tweak the ...
orzelek: I can't recall if I reviewed the electronics assembly machine recipes. In most places, I did not tweak the ...
- Sat Feb 20, 2016 8:17 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 135181
Re: [MOD 0.12.x] Marathon 0.5.4
What does this fix/mod do? Does it change recipes? could you do a quick run through of the changes/compatibility. Much appriciated
The short version: Marathon tweaks most recipes to make them take 5x as long to complete.
The long version: try a game and find out.
I meant your version of ...
The short version: Marathon tweaks most recipes to make them take 5x as long to complete.
The long version: try a game and find out.
I meant your version of ...
- Sat Feb 20, 2016 7:54 pm
- Forum: Bob's mods
- Topic: [0.12.x] Bobathon Mod
- Replies: 1
- Views: 7161
Re: [0.12.x] Bobathon Mod
Just to note, Afforess has imported Bobathon v0.1.1 directly into Marathon now, starting with v0.6.0
- Thu Feb 11, 2016 11:29 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 135181
Re: [MOD 0.12.x] Marathon 0.5.4
FYI to any Marathon players interested in Bob's Mods: I've made a Bob's Add-on that bridges the gap between Bob's and Marathon
https://forums.factorio.com/forum/viewtopic.php?f=51&t=19475
By default, Marathon overrides some of the Bob's Mods recipes, and I've addressed that with this add-on. I've ...
https://forums.factorio.com/forum/viewtopic.php?f=51&t=19475
By default, Marathon overrides some of the Bob's Mods recipes, and I've addressed that with this add-on. I've ...
- Fri Jan 29, 2016 11:27 pm
- Forum: Mods
- Topic: [MOD 0.12.12+] PocketRepair 1.0.1
- Replies: 13
- Views: 23799
Re: [MOD 0.12.12+] PocketRepair 1.0.0
Thanks for reporting it. It should be fixed in v1.0.1
- Mon Jan 25, 2016 7:45 am
- Forum: Bob's mods
- Topic: [0.12.x] Bobathon Mod
- Replies: 1
- Views: 7161
[0.12.x] Bobathon Mod
This mod is an attempt to add compatibility between Bob's Mods and the Marathon mod.
Latest Release: v0.1.1, Jan 26, 2016
Factorio Version: 0.12.12+ (Developed against 0.12.22)
GitHub: https://github.com/Wulfson/Bobathon
Dependencies: Bob's Mods, Marathon = 0.5.4
Download: bobathon_0.1.1.zip ...
- Thu Jan 21, 2016 12:47 am
- Forum: Won't implement
- Topic: [Request] Custom armor modules
- Replies: 1
- Views: 4623
[Request] Custom armor modules
Maybe I'm missing something, but it appears that any armor module must be a sub-type of an existing armor module, and generally includes either some side-effects or some requirements of those existing module types. I would like to be able to create a whole new module that doesn't have to inherit ...
- Thu Jan 21, 2016 12:33 am
- Forum: Implemented mod requests
- Topic: [Request] on_player_armor_inventory_change
- Replies: 1
- Views: 6227
Re: [Request] on_player_armor_inventory_change
Yes, this would be super useful.
In my mod, I'm tracking the number of my custom modules a player has equipped, and I basically just have to scan it all every time. An armor change event would be much less hacky.
In my mod, I'm tracking the number of my custom modules a player has equipped, and I basically just have to scan it all every time. An armor change event would be much less hacky.
- Wed Jan 20, 2016 12:12 am
- Forum: Mods
- Topic: [MOD 0.12.12+] PocketRepair 1.0.1
- Replies: 13
- Views: 23799
Re: [MOD 0.12.12+] PocketRepair 1.0.0
Feel free 

- Sun Jan 17, 2016 5:57 am
- Forum: Mods
- Topic: [MOD 0.12.12+] PocketRepair 1.0.1
- Replies: 13
- Views: 23799
[MOD 0.12.12+] PocketRepair 1.0.1
This is a simple mod that adds an armor module which will repair things in your inventory.
Latest Release: v1.0.1, Jan 29, 2016
Factorio Version: 0.12.12+ (Developed against 0.12.21)
GitHub: https://github.com/Wulfson/PocketRepair
Download: PocketRepair_1.0.1.zip
Long Description ...