Is this mod still being worked on?
Just wondering if there's gonna be more uses for chrome...
Search found 152 matches
- Wed Nov 20, 2019 2:10 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 358889
- 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.
Just for the sake of making it harder I might just mod my game to take accumulators tho. Looking forward to your new changes.
- 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?
- 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...
- 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...
- 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.
- 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?
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?
- 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...
- 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 ...
- 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.
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.
- 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.
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.
- 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: ...
- 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...
- 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 ...
- 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.
edit: Had slight issue with mods update, but its up now.
- 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.
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.
- 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.
I'll post it up now as v 15.1 for everyone's convenience. Let me know if this fixes it.
- 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 ...
- 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...
- 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.
Carry on.