Search found 12 matches

by Vigil
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...
by Vigil
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...
by Vigil
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...
by Vigil
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...
by Vigil
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...
by Vigil
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...
by Vigil
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..!
by Vigil
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...
by Vigil
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...
by Vigil
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...
by Vigil
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 ...
by Vigil
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...

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