Search found 12 matches
- Wed Jun 26, 2019 6:37 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 81549
Re: [MOD 0.17] ShinyBobGFX
The icons you see here are what the old base game icons used to look like... well, not for shotgun shells, that's a google picture(red is the original and recoloured for the rest). If you look at the new Plasma ammo, they use icons more in line with the new base game icons. Also keep in mind that w...
- Wed Jun 26, 2019 2:16 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 81549
Re: [MOD 0.17] ShinyBobGFX
Out of interest, (and I'm sorry if this is posted in the wrong place,) are you guys looking for icons for some of the less "dressed-up" technologies and intermediate items? Stuff like rocket bodies and bullet casings, and some of the Bobs Warfare technologies (specifically the different fr...
- Thu Apr 06, 2017 10:41 am
- Forum: Modding help
- Topic: [Help wanted] Defining new Resource and Mining Result
- Replies: 3
- Views: 1567
Re: [Help wanted] Defining new Resource and Mining Result
Demo prefixed files are the only files loaded for the Demo. All files are loaded for the full version of the game. basic-fluid and basic-solid are basically just filters to say HOW you can mine it. in this instance, basic-fluid limits it to the oil drill, and basic-fluid limits it to hand mining, b...
- Tue Apr 04, 2017 1:04 pm
- Forum: Modding help
- Topic: [Help wanted] Defining new Resource and Mining Result
- Replies: 3
- Views: 1567
[Help wanted] Defining new Resource and Mining Result
[TL;DR] I need help creating a resource patch like crude oil that makes solid items, with a min output per cycle, and help creating a machine that drills that resource. Details below. I mean to make a special kind of mineral mining site that behaves largely like crude oil patches, but produces a so...
- Tue Sep 20, 2016 11:47 am
- Forum: Mods
- Topic: [0.13.x] Enable Productivity Modules for mod recipes
- Replies: 9
- Views: 5267
Re: [0.13.x] Enable Productivity Modules for mod recipes
Does this enable productivity modules for the Berguis process, too? Bergius, Berguis, I can never spell that... This mod is not needed for the new versions of Bergius Process. ;) Klonan fixed his own mod! Ace! That's awesome, now I can stop bothering with these depleted oil spots and start creating...
- Thu Sep 01, 2016 12:17 am
- Forum: Mods
- Topic: [0.13.x] Enable Productivity Modules for mod recipes
- Replies: 9
- Views: 5267
Re: [0.13.x] Enable Productivity Modules for mod recipes
Does this enable productivity modules for the Berguis process, too? Bergius, Berguis, I can never spell that...
- Thu Aug 04, 2016 2:19 pm
- Forum: Mods
- Topic: [0.13.x] Enable Productivity Modules for mod recipes
- Replies: 9
- Views: 5267
Re: [0.12.x] Enable Productivity Modules for mod recipes
Is this gonna be updated for 0.13? Only I've got myself that strange-matter mod and I'm going to try to make oil with the might of the sun alone... This'd speed things up a whole lot..!
- Mon Aug 01, 2016 2:51 pm
- Forum: Mods
- Topic: [MOD 0.13.15+] Surfaces 0.0.7
- Replies: 57
- Views: 33338
Re: [MOD 0.13.0+] Surfaces 0.0.6
for some reason Squeak Through starts throwing errors if I use both together Thanks for the heads up, I will look into it. I have also discovered this incompatibility. Squeak-Through is first to report the error, declaring that the mod attempts to index a nil value "?" on line 110. Surfac...
- Sun Jul 31, 2016 3:24 pm
- Forum: Gameplay Help
- Topic: mega biter groups.... biters way more agresive ? !
- Replies: 4
- Views: 2825
Re: mega biter groups.... biters way more agresive ? !
Currently I've got an evo factor of 0.19 in my world. If you could take a look at the map I'm seeing, you'd be shocked at how many biters there really are. Now, I'm ~not~ complaining. Frankly I love the combat in factorio sometimes, it's got that real "One Man Army" feel about it. There ar...
- Sun Jun 05, 2016 2:58 pm
- Forum: Mods
- Topic: [MOD 0.12.33] Power armor mk3 0.1.0
- Replies: 52
- Views: 22263
Re: [MOD 0.12.33] Power armor mk3 0.1.0
It's certainly well explained, but I know nothing about code. That said, if I get the chance, I might try to do this myself some time. Who knows, maybe make the equipment grid 36x36. =P I don't know if that big of a grid would even fit on the screen, but... Whatever :P Good luck and have fun moddin...
- Sun Jun 05, 2016 2:31 pm
- Forum: Mods
- Topic: [MOD 0.12.33] Power armor mk3 0.1.0
- Replies: 52
- Views: 22263
Re: [MOD 0.12.33] Power armor mk3 0.1.0
You said you made a mod like this at one point; how exactly did you get around this problem? What was your mod, too? I can't find it, but I'm certain it'd be interesting to look at...! I've been looking for a mod that expands the power armor grid significantly for a long time; this mod practically ...
- Sat Jun 04, 2016 8:07 pm
- Forum: Mods
- Topic: [MOD 0.12.33] Power armor mk3 0.1.0
- Replies: 52
- Views: 22263
Re: [MOD 0.12.33] Power armor mk3 0.1.0
Unfortunate I don't think there is a way to change the look of the character I've spent a good 3+ hours trying to figure it out with no luck I am truly sorry :( There is a way to change the graphics for a character, you just can't add an animation for armor to the three existing ones :) Take a look...