Search found 152 matches

by CMH
Wed Nov 20, 2019 2:10 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 358889

Re: [MOD 0.17] Industrial Revolution

Is this mod still being worked on?

Just wondering if there's gonna be more uses for chrome...
by CMH
Mon May 21, 2018 2:12 pm
Forum: Bob's mods
Topic: Make a need for more cobalt production!
Replies: 4
Views: 2360

Re: Make a need for more cobalt production!

Fair enough.

Just for the sake of making it harder I might just mod my game to take accumulators tho. Looking forward to your new changes.
by CMH
Mon May 21, 2018 1:49 pm
Forum: Bob's mods
Topic: Make a need for more cobalt production!
Replies: 4
Views: 2360

Re: Make a need for more cobalt production!

Just wondering why satellite production uses battery instead of accumulator though?
by CMH
Mon May 21, 2018 1:25 pm
Forum: Bob's mods
Topic: Make a need for more cobalt production!
Replies: 4
Views: 2360

Make a need for more cobalt production!

As per the general discussions thread, I think cobalt needs to be used a little more in this mod. If all of bob's mods are used at their default settings, the only way to get cobalt is through copper production. This opens up possibilities: make sure your copper production is titrated so you don't b...
by CMH
Mon May 21, 2018 12:56 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 326333

Re: [0.16.x] Bob's Mods: General Discussion

Doing a playthrough right now, and I noticed that satellites require silver-zinc battery, not accumulator mk3. Is this intentional? Original satellite uses accumulators, plus by using accumulator mk4 you now have a reason to produce cobalt for the rocket. Another ore not represented is nickel, but T...
by CMH
Mon May 14, 2018 2:15 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 120546

Re: Feedback

Hmm... some internet info has to be updated then, cos it only shows bullet casings and shotgun shell casings the only things that require it.
by CMH
Mon May 14, 2018 1:30 pm
Forum: Bob's mods
Topic: Feedback
Replies: 361
Views: 120546

Re: Feedback

I'm playing with Bob's mods without the weapons/enemies mods, and I noticed a recipe for gunmetal.

Which is weird because none of the recipes I have can use it (I'm assuming it's in the weapons mod).

Maybe have it check if weapons mod is activated?
by CMH
Fri May 11, 2018 1:13 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

I'm back into Factorio. I just re-played vanilla (oh, so many changes! Nuclear power! Yeah!), I need to re-play a bit of bob's first to see what has changed. edit: I've just taken a quick look, and it seems bob has done what this mod was supposed to do. I can see how I can put my spin on the end-gam...
by CMH
Sat Jun 03, 2017 8:03 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

Sorry guys, but I've just got a new job, and I'm kinda flooded with stuff. I understand this mod might be considered pretty simple to people who know how to code, but I'm no programmer, so every little change does take me quite a bit of effort to test and verify that it works. Best case scenario is ...
by CMH
Wed May 17, 2017 12:27 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

I'm currently moving, so I've got lots of crap happening here lol. Unfortunately this mod doesn't rate quite as highly as getting everything livable here.

Thanks for the heads up Bob, I'll just clear out my current changes for the next update and if need be I can change it from yours.
by CMH
Mon May 15, 2017 11:47 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

Not sure, but it loads now, which means I can check if my changes work or not.

Right now I'm just trying to see what I need to change. Sounds like its just the rocket fuel am I correct? I've found the codes for angel's rocket fuel, so if that's it I can deal with that.
by CMH
Mon May 15, 2017 10:06 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219131

Re: Bugs & FAQ

steel-pipe is from boblogistics, which wasn't in your list, so it makes sense that you got that error. angelspetrochem is checking for bobplates but not boblogistics before using steel-pipe (relevant code in prototypes/petrochem-override.lua and prototypes/recipes/petrochem-entity-bob.lua). Angel: ...
by CMH
Mon May 15, 2017 2:58 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1219131

Re: Bugs & FAQ

Trying to make my mod compatible with yours, but it seems like I can't load only petrochem (and dependencies) and bob's. Image below is loading with bobelectronics 0.15 boblibrary 0.15.5 bobmodules 0.15.3 bobores 0.15.4 bobplates 0.15.4 bobpoewr 0.15.3 bobtech 0.15.2 bobwarfare 0.15.1 angelsinfinite...
by CMH
Mon May 15, 2017 1:18 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

Hm... That's an issue I didn't foresee. I couldn't test run it with Angel's because for some reason I can't run both bob's and angel's together (and I'm guessing its just me). I'll try and see if I can resolve the problem, otherwise we'll be going back and forth with this issue, since I can't check ...
by CMH
Sun May 14, 2017 3:25 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

Its 1:30am and I just spent the weekend moving, so I'll fix it up tomorrow.

edit: Had slight issue with mods update, but its up now.
by CMH
Fri May 12, 2017 11:25 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

Alright, its posted.

Also updated the rocket changes only mod for 0.15. Same Angel's changes are added to that, so let me know if there's issues.
by CMH
Fri May 12, 2017 11:09 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)

Thanks. It was exactly what I wrote into my code already, but couldn't get Angels and Bob's to even run together.

I'll post it up now as v 15.1 for everyone's convenience. Let me know if this fixes it.
by CMH
Fri May 12, 2017 5:48 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

@coppermine I tried to try to fix it (its a mouthful I know) but I can't get angel's mods and bob's mods to work together. Seems like some issue with the steel/titanium/etc pipes. I have installed the dependencies (the minimal dependencies) and have everything updated. Tell me if you have this same ...
by CMH
Fri May 12, 2017 5:21 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 52817

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Good news everybody. I've just uploaded a loadable version of my mod. https://mods.factorio.com/api/downloads/data/mods/324/CMHMod_0.15.0.zip Now, I'm expecting issues, and I will have to also play through it to see if everything is balanced. I'll also be checking here to see if there's any issues p...
by CMH
Thu May 11, 2017 2:38 pm
Forum: Bob's mods
Topic: [Bug- 0.15.10] Error while launching game with 'bobpower'
Replies: 8
Views: 2979

Re: [Bug- 0.15.10] Error while launching game with 'bobpower'

Actually, its my problem.

Carry on.

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