Great and really fast reaction Bob,
Can someone tell if a mod update can be made during play?
(so to wait or not to wait, that is the question?)
As i do not advance fast, it would be out of reach anyway for a while.
Search found 27 matches
- Sat Aug 15, 2020 8:58 pm
- Forum: Bob's mods
- Topic: [1.0.x] Bob's Mods: General Discussion
- Replies: 34
- Views: 23159
- Sat Aug 15, 2020 3:51 pm
- Forum: Bob's mods
- Topic: [1.0.x] Bob's Mods: General Discussion
- Replies: 34
- Views: 23159
Re: [1.0.x] Bob's Mods: General Discussion
Bob, first of all,
Thank you for all thease years of super modding !
Only one question comes to my mind for 1.0 Bob,
Will there be different level of spidertrons ( MK1-3 as with trains for example)?
Thank you for all thease years of super modding !
Only one question comes to my mind for 1.0 Bob,
Will there be different level of spidertrons ( MK1-3 as with trains for example)?
- Wed Jan 30, 2019 6:29 pm
- Forum: Mods
- Topic: [MOD 0.13.x] No Hand Crafting (0.13.0)
- Replies: 54
- Views: 78709
Re: [MOD 0.13.x] No Hand Crafting (0.13.0)
Will there be an update for 0.16 or 0.17 ?
I liked really much this mod but now can not install it anymore as it states that there is no version defined ...
Mohreb
I liked really much this mod but now can not install it anymore as it states that there is no version defined ...
Mohreb
- Sat Apr 02, 2016 12:39 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 157583
Re: [MOD 0.12.22] ExtraChests v0.1.2
hi
is there a version with only the chests (maybe the liquid tank sizes too), those are the changes i would like to get from the mod and the other part's i am not thet interested in(animations don't annoy me that much but are not needed).
also found a bug:
if you have area miners disabled in bob's ...
is there a version with only the chests (maybe the liquid tank sizes too), those are the changes i would like to get from the mod and the other part's i am not thet interested in(animations don't annoy me that much but are not needed).
also found a bug:
if you have area miners disabled in bob's ...
- Thu Mar 31, 2016 6:09 am
- Forum: Bob's mods
- Topic: [0.13.x][0.13.3] Bob's Tweaks mod
- Replies: 39
- Views: 55992
Re: [0.12.x][0.12.2] Bob's Tweaks mod
Ah sorry for the confusing way of writing it, i took it as an example, the question was mostly if those properties are the only things affecting menu placements or not?
Anyway, thank you so much for this great mod Bob. I guess 0.13 is not that far away now, maybe i'll see what can be done (to make ...
Anyway, thank you so much for this great mod Bob. I guess 0.13 is not that far away now, maybe i'll see what can be done (to make ...
- Tue Mar 29, 2016 9:36 pm
- Forum: Bob's mods
- Topic: [0.13.x][0.13.3] Bob's Tweaks mod
- Replies: 39
- Views: 55992
Re: [0.12.x][0.12.2] Bob's Tweaks mod
Hi,
i tried out and really like it, it takes away much of the, where "the heck i find it" moments. On the other hand, for my personal use i still have some issues (as using other mods next to bob's ones).
So to solve the remaining issues and to re-arrange the recipies i just need to add, lines in ...
i tried out and really like it, it takes away much of the, where "the heck i find it" moments. On the other hand, for my personal use i still have some issues (as using other mods next to bob's ones).
So to solve the remaining issues and to re-arrange the recipies i just need to add, lines in ...
- Fri Mar 18, 2016 8:44 pm
- Forum: Modding discussion
- Topic: What can be done with modding?
- Replies: 10
- Views: 12463
Re: What can be done with modding?
Hi, i would liket to ask also if something can be done or not.
Can you define objects/items "on the fly" via mods? (a bit like blueprints, where you the object is a composition of objects, and that is also viewed on the picture?
Can you define objects/items "on the fly" via mods? (a bit like blueprints, where you the object is a composition of objects, and that is also viewed on the picture?
- Sun Jun 29, 2014 3:11 pm
- Forum: Modding help
- Topic: map settings lua
- Replies: 3
- Views: 3166
Re: map settings lua
Thank you, i will try that way.
[the 1) question was just to be sure that it is the right file for the Play/New Game option, and i do not modify for campaign/scenarios only ...]
EDIT: i doubled up the value, will see what it does, but i guess those modifications are hard to notice anyway ...
[the 1) question was just to be sure that it is the right file for the Play/New Game option, and i do not modify for campaign/scenarios only ...]
EDIT: i doubled up the value, will see what it does, but i guess those modifications are hard to notice anyway ...
- Sun Jun 29, 2014 2:17 pm
- Forum: Modding help
- Topic: map settings lua
- Replies: 3
- Views: 3166
map settings lua
hi all,
i was thinking of modifying map-settings.lua so the questions are:
1) is that the file needed to be modified for sandbox-type map behavior?
2) so i need to copy the file to : <mod-name>/prototypes/map-settings.lua then change whatever in it.
3) if i change to:
enemy_evolution=
{
enabled ...
i was thinking of modifying map-settings.lua so the questions are:
1) is that the file needed to be modified for sandbox-type map behavior?
2) so i need to copy the file to : <mod-name>/prototypes/map-settings.lua then change whatever in it.
3) if i change to:
enemy_evolution=
{
enabled ...
- Sat Jun 28, 2014 12:34 pm
- Forum: Ideas and Suggestions
- Topic: logistic questions
- Replies: 2
- Views: 2582
logistic questions
Hi all i have some questions regarding logistic network:
1) can you set a condition someway about available robots? so you automatically insert new logistic robots whenever there is place for new?
2) if i understand well requester chests are part of the network as far as i know, so items in them ...
1) can you set a condition someway about available robots? so you automatically insert new logistic robots whenever there is place for new?
2) if i understand well requester chests are part of the network as far as i know, so items in them ...
- Mon Jun 09, 2014 5:28 pm
- Forum: General discussion
- Topic: wow that train nerf. (stack size changes)
- Replies: 17
- Views: 9625
Re: wow that train nerf. (stack size changes)
Hello,
I would like to make clear, that the changes are not final. We just changed the stack sizes to match the metric system and chose the closest values.
It doesn't mean we know if the stacks should be bigger or lower, we will still change the stack sizes of individual items in the future ...
I would like to make clear, that the changes are not final. We just changed the stack sizes to match the metric system and chose the closest values.
It doesn't mean we know if the stacks should be bigger or lower, we will still change the stack sizes of individual items in the future ...
- Sun Jun 08, 2014 2:48 pm
- Forum: General discussion
- Topic: Version 0.10.0 (anticipation thread)
- Replies: 21
- Views: 10722
Re: Version 0.10.0 (anticipation thread)
well it is out but " To avoid unnecessary file transfers, we decided to do an experiment. We will provide the new version only through the updater until Sunday, so people are motivated to use it instead of downloading the full game."
the updater is somewhat fragile, it freaks out if there are some ...
the updater is somewhat fragile, it freaks out if there are some ...
- Sun May 04, 2014 12:13 pm
- Forum: Mods
- Topic: Oil condensating
- Replies: 0
- Views: 5053
Oil condensating
I made a small mod that enables to condensate oil to a more dense state. light to heavy, and petroleum to light oil. It works after you research a small tech after advanced oil processing. Localizations are made for english only at this moment, and there might be some errors.
- Thu May 01, 2014 12:09 pm
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 88169
Re: [Polls Closed] The signals
with stack size i meant lets request 128 item instead of 100 if it stacks at 128 ... (on yourself or in request chests ...)
- Thu May 01, 2014 10:34 am
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 88169
Re: [Polls Closed] The signals
i did not speak about special materials handling the different logical operations, i told to set the different kind of operations in conditions.
And as it goes now, red and green signals are more of a look in those chest kind a set up not a bus system. (as long as there is only conditions on ...
And as it goes now, red and green signals are more of a look in those chest kind a set up not a bus system. (as long as there is only conditions on ...
- Thu May 01, 2014 10:17 am
- Forum: Ideas and Suggestions
- Topic: multiplayer
- Replies: 7
- Views: 3432
Re: multiplayer
why could anyone you don't allow join your game anyway?c3040 wrote:Hello i thing it would be nice to have multiplayer and a friends list to play with to help keep trolls out thanks
- Thu May 01, 2014 8:35 am
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 88169
Re: [Polls Closed] The signals
i got it but if you have a condition which should apply to one chest only and an other which applies to an other chest both containing the same material, the result will be added up if your wires touch and that way your condition can not apply properly.
- Wed Apr 30, 2014 9:50 pm
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 88169
Re: [Polls Closed] The signals
More colors: No good idea! It spoils the inventory. It doesn't make anything easier. The current two are in my opinion already too much (but I can live with them and they look nice) and there is always a way to reduce two wires into one. I mean the current function of the wires are not really ...
- Tue Apr 29, 2014 10:27 pm
- Forum: Development Proposals
- Topic: Railroad
- Replies: 148
- Views: 150910
Re: Railroad
for the railroads it would be handy (and easy to implement in my opinion) to let them be re-nameable, random is not that useful for remembering. I know those are supporter's names, but they could be put on other places, on labs it is okay to have them as those names are not to be used in game, but ...
- Tue Apr 29, 2014 10:21 pm
- Forum: Development Proposals
- Topic: [Polls Closed] The signals
- Replies: 61
- Views: 88169
Re: [Polls Closed] The signals
it would be cool too to be able to link them to more things, like rail segments so they can switch it off (and block entry to a mine station when there is nothing to be transported, or to a drop off station segment if it can not be unloaded), to stations to see what is in the train, to factories ...