Search found 16 matches

by Wulfson
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Yeah, Bob's Mods has updated recently, so the compatibility edits in Marathon are probably out of date now.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.
by Wulfson
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
by Wulfson
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.
by Wulfson
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 ...
by Wulfson
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?
by Wulfson
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 ...
by Wulfson
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 ...
by Wulfson
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 ...
by Wulfson
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
by Wulfson
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 ...
by Wulfson
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
by Wulfson
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 ...
by Wulfson
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 ...
by Wulfson
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.
by Wulfson
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 :)
by Wulfson
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

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