Search found 149 matches

by Zombiee
Fri Jun 12, 2020 12:42 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.18] ShinyBobGFX

Disabling colored mining drills = easy. Will try to look at actual fix this weekend.
by Zombiee
Wed Feb 19, 2020 9:51 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.18] ShinyBobGFX

I hope the smiley means that's a joke. If not, updates for all 3 of my mods have been released, your wait is over!
by Zombiee
Mon Feb 17, 2020 11:16 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.17] ShinyBobGFX

Working on it right now. Very soon will have something functional at least.
by Zombiee
Thu Sep 05, 2019 4:57 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.17] ShinyBobGFX

Will be fixifying soonish.
by Zombiee
Sat Jul 20, 2019 2:51 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.17] ShinyBobGFX

I will shamelessly take full credit. I suspect you can have one or the other but both does *something*.
by Zombiee
Sat Jul 20, 2019 1:37 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.17] ShinyBobGFX

I'm unable to recreate the issue. Mod list and versions? Any other mod that fiddles with solar panels? More info please =]
by Zombiee
Thu Jul 18, 2019 1:49 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.17] ShinyBobGFX

Should be fixified now.
by Zombiee
Thu Jun 20, 2019 8:50 pm
Forum: PyMods
Topic: Minor Bug Report
Replies: 1
Views: 264

Minor Bug Report

Mostly recipe names that caused me confusion. Very minor things but since they are related to temperature mismatches in power generation ... PyHighTech locale.cfg Line 39 - Benzene labelled as 750C but recipe yields 520C PyPetroHandling Similar issues. locale.cfg Line 8 - Aromatic Reads 670, Recipe ...
by Zombiee
Tue May 28, 2019 3:10 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.17] ShinyBobGFX

Qwerter - thanks for the report, should be functional now. Bob - Yes. Problem is some things I ignore your icons and just use my own, I now just reset them to size 32 as that is what my icons currently are. I might make size 64 icons in the future. Some other things I use your icons and add powerbar...
by Zombiee
Thu May 02, 2019 8:30 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.17] ShinyBobGFX

Grumpy - I changed the bob-logistics icon so it's not confusing I hope. I moved the belts back to the main crafting tab because that's where belts belong =] I'm not sure your mod list, but my main crafting tab has 15 rows and the bob-logistics has 18. DaleStan/alercah - The chem plants are a nightma...
by Zombiee
Fri Mar 08, 2019 10:06 am
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 89
Views: 20567

Re: [0.16.x] ShinyAngelGFX

Updated for 0.17. No changes, hydroplant mk3 will get colored soon.
by Zombiee
Mon Mar 04, 2019 10:32 am
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 89
Views: 20567

Re: [0.16.x] ShinyAngelGFX

I was very very carefully not mentioning that as a brilliant strategy to avoid something.
by Zombiee
Sun Mar 03, 2019 9:28 pm
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 89
Views: 20567

Re: [0.16.x] ShinyAngelGFX

That's something I considered but isn't something I'm a fan of for various reasons. Mostly it's more work I don't want to do but matching ratios doesn't stay consistent when you start changing recipe settings, marathon mods, beacons/modules. It also could create issues if Angel (or some other mod I ...
by Zombiee
Sun Mar 03, 2019 10:17 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.17] ShinyBobGFX

New update is now live and *mostly* functional. Large mining drills look the same as regular and power poles are not yet colored because I'm a bad lazy undead. The vintage circuits return, though I do think Bob's new circuits look good. They need something to differentiate the board from the finishe...
by Zombiee
Fri Mar 01, 2019 12:37 am
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 89
Views: 20567

Re: [0.16.x] ShinyAngelGFX

Back from the undead. Will work on updating this weekend.
by Zombiee
Fri Mar 01, 2019 12:37 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.16] ShinyBobGFX

Back from the undead. Will work on updating this weekend.
by Zombiee
Mon Aug 13, 2018 9:40 pm
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 89
Views: 20567

Re: [0.16.x] ShinyAngelGFX

Outright flattery is always a good start. I will point out that all the graphics are Angel's though, I simply scribble over them a little with crayons. That said, I'll take a look at what's involved with adding support for Extended Angels. No promised yet, but it shouldn't be too hard.
by Zombiee
Sun Aug 05, 2018 6:11 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.16] ShinyBobGFX

No plans to add items. I've tried to be careful to limit any changes to purely visual things. The graphic you place and it's corresponding icon. The equipment in a grid graphics have been pointed as not matching the icon and I'll probably adjust that as well. But it terms of any balance changes, rec...
by Zombiee
Sun Jun 03, 2018 4:09 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.16] ShinyBobGFX

Hmm, I never killed the code for it. I'll take a look tonight.
by Zombiee
Tue May 22, 2018 12:37 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 139
Views: 31996

Re: [MOD 0.16] ShinyBobGFX

New loader name is "basic-loader" ? I'll add tonight and update. For modifying my mod for your personal use in the meantime just add the following line into functions.lua. I'd say add it at line 239, but the only reason is just for organization. Could shove it with most of the other similar lines wi...

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