Search found 36 matches
- Mon Jul 11, 2016 7:13 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 127395
Re: [MOD 0.12.x] Marathon 1.0.3
I have done one, but I havent got the time to check if angels has made any chances to his mods. I will notify through this and angels mod topic when im done
- Sun Jul 10, 2016 9:33 am
- Forum: Bob's mods
- Topic: [0.13.x] Bob's Mods: General Discussion
- Replies: 439
- Views: 169433
Re: [0.13.x] Bob's Mods: General Discussion
https://mods.factorio.com/mods/andhagg1/andrew-library
https://mods.factorio.com/mods/andhagg1/andrew-modules
Pretty much looks like andhagg1 blatantly copied some or if not most of your work. Hope he has your permission to do so
https://mods.factorio.com/mods/andhagg1/andrew-modules
Pretty much looks like andhagg1 blatantly copied some or if not most of your work. Hope he has your permission to do so
- Wed Jun 29, 2016 1:57 pm
- Forum: Mods
- Topic: [MOD 0.13.x] Additional Oil Refineries
- Replies: 8
- Views: 13141
Re: [MOD 0.12.x] Additional Oil Refineries
Updated for 0.13
- Tue Jun 28, 2016 7:55 am
- Forum: Mods
- Topic: [MOD 0.13.x] Additional Oil Refineries
- Replies: 8
- Views: 13141
Re: [MOD 0.12.x] Additional Oil Refineries
Update is coming later today
- Fri May 27, 2016 2:51 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572781
Re: Development and Discussion
ok if this is working properly and I'm reading it properly you changed the input/output ratio of the ore processing? is that correct? 2 iron ore still should produce 5 plates and ingots go 1 to 1? I made each processing step to increase ore output by +50%. It felt balanced generally and with bobs o...
- Thu May 26, 2016 4:00 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572781
Re: Development and Discussion
I have made one. I can link it later today if you want to check it out Edit: I have tweaked processed ores quite alot since I had alot of problems storing some of the bobs ores, mainly aluminium and zinc. Edit 2: Angels tweaks for bobathon Cool thanks! Where do I place this? Straight to the mod fol...
- Wed May 25, 2016 8:45 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572781
Re: Development and Discussion
I'd be quite interested in making Angels set of mods compatible with marathon/bobathon :) It's a quite different game experience. I have made one. I can link it later today if you want to check it out Edit: I have tweaked processed ores quite alot since I had alot of problems storing some of the bo...
- Wed May 18, 2016 7:14 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 127395
Re: [MOD 0.12.x] Marathon 1.0.3
It does. 50 hours played on my current save. I'm nowhere near sending a rocket and it's been fantastic!
- Mon May 09, 2016 8:06 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1572781
Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem
With Bobsmod I noticed that Alumina ore can be made from Aluminium Ingots and Sodium Hydroxide. I think that smelting Bauxite Ore (with sodium hyd.) directly into Alumina which could be processed into Processed Aluminium Ore and Ingots makes more sense.
- Sun May 08, 2016 10:15 pm
- Forum: Ideas and Suggestions
- Topic: A Bulldozer
- Replies: 20
- Views: 11169
- Sat May 07, 2016 6:18 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1405795
Re: [MOD 0.12.x][Base][BOB][YI][UP] Angels Infinite Ores 0.1.8
Can you change names of the ores as they are shown in game. Map Labels shows the ores as Angels ores 1-6 which is not very convenient since you have to learn what every Angels ore yield and with few ore mods it gets quite tedious.
- Tue May 03, 2016 9:42 am
- Forum: Atomic Power
- Topic: Support - Uranium Power
- Replies: 470
- Views: 222145
Re: Support - Uranium Power
You need to pump water into the cold leg. And make sure you have around 1000 heavy water/pressurised water in the reactor
- Thu Apr 28, 2016 10:16 pm
- Forum: Cheatsheets / Calculators / Viewers
- Topic: Foreman 0.1.9 - A factory optimisation tool.
- Replies: 349
- Views: 341968
Re: Foreman 0.1.9 - A factory optimisation tool.
Another feature request: Disable certain recipes and set fixed amount of buildings on a recipe
- Wed Apr 27, 2016 10:34 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 144300
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
:o Damn you! Now I have to redo a 10 chunk Dark Blue Science factory :lol: EDIT: Quick math with Foreman to produce 500 science packs per minute to research tech in reasonable amount of time. Bobsmods and marathon with your extended option. No modules or robots. I need: Assembler MK 6: 461! Electron...
- Sun Apr 17, 2016 2:39 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Marathon 1.0.3
- Replies: 204
- Views: 127395
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?
Seems that you have missed Bobsmods Assembly Machines Mk 4, Mk5 and Mk 6 recipes. Can you fix them?
- Thu Apr 14, 2016 9:21 pm
- Forum: Modding help
- Topic: Modding without changing base files?
- Replies: 7
- Views: 3462
Re: Modding without changing base files?
You can change existing entities with the form data.raw[transport-belt][basic-transport-belt].speed = 0.015 where the first bracket is the entity type (assembling-machine, cant remember what furnaces are called since im on phone, will explain better when i get on to computer) and the second one is t...
- Tue Apr 12, 2016 6:13 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 144300
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@Uberwaffe Only for this playthrough. There is so much to do and craft that I don't really have time to worry about science packs. Bobsmod + marathon + rso + my own tweakmod (which makes many recipes even harder to make) and extended config of this has kept me quite busy :D Really good job with this...
- Tue Apr 12, 2016 8:36 am
- Forum: Ideas and Suggestions
- Topic: Railway maintenance and repair
- Replies: 12
- Views: 6839
Re: Railway maintenance and repair
Send a slow moving track repair robot to fix the damaged parts. It would take a considerable amount of time due to the complex nature of the rail bot. It could be timed or improved to be fully automated. Having a backup rail could be a must
- Mon Apr 11, 2016 10:15 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 144300
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@Uberwaffe I have a weird problem with bobsmods where I can't craft the intermediate products for blue (tier 3) science or the 3rd science lab. I have battery technology researched which should enable the recipes but it doesn't. I can make green science packs and tier 2 lab with your intermediate pr...
- Mon Apr 11, 2016 4:40 pm
- Forum: Modding help
- Topic: Changing some ores to infinite
- Replies: 4
- Views: 2575
Re: Changing some ores to infinite
Currently that's not possible. You could change the amount of ores above 2000 to a very high number which is almost the same as infinite. Though the output stays the same