Settings-related crash
[Mod version: 0.17.3]
Turning on the "Health increase" setting without also turning on the "Enable Super spawner" setting causes the game to crash on load, with the following message in the log:
Error ModManager.cpp:1294: Failed to load mod "bobenemies": __bobenemies__/data ...
Search found 9 matches
- Fri Apr 12, 2019 11:40 pm
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 179676
- Sun Jun 04, 2017 4:58 am
- Forum: Not a bug
- Topic: [0.15.18] Migration removing entites from disabled mods
- Replies: 1
- Views: 1017
[0.15.18] Migration removing entites from disabled mods
Starting a new game pops up the migration dialog saying it removed some mod entities.
http://i.imgur.com/wNixENp.png
The entity ("lr-gun-turret", from the Long Range Turret mod) doesn't exist because the mod that adds it isn't even enabled. As such, there aren't any of those entities (also ...
http://i.imgur.com/wNixENp.png
The entity ("lr-gun-turret", from the Long Range Turret mod) doesn't exist because the mod that adds it isn't even enabled. As such, there aren't any of those entities (also ...
- Tue May 30, 2017 10:30 pm
- Forum: Bob's mods
- Topic: Gem ore ratios
- Replies: 5
- Views: 3338
Re: Gem ore ratios
Well then.
Glad to know I wasn't going crazy, and there was actually an issue, at least.
Anyway, your mods are awesome! Now if only I could teach my bro how they work... He's trying to get into them on his own but I get the feeling he's just not enjoying the experience.
Glad to know I wasn't going crazy, and there was actually an issue, at least.
Anyway, your mods are awesome! Now if only I could teach my bro how they work... He's trying to get into them on his own but I get the feeling he's just not enjoying the experience.

- Tue May 30, 2017 4:14 pm
- Forum: Bob's mods
- Topic: Gem ore ratios
- Replies: 5
- Views: 3338
Re: Gem ore ratios
See, that's what had me confused:
I looked in the files, and it looks (to my untrained eye) like everything is referencing the correct values.
I really haven't the foggiest what might be going on here...
Though, if it really is just a case of swapped values somewhere, I wonder if swapping the ...
I looked in the files, and it looks (to my untrained eye) like everything is referencing the correct values.
I really haven't the foggiest what might be going on here...
Though, if it really is just a case of swapped values somewhere, I wonder if swapping the ...
- Tue May 30, 2017 4:01 am
- Forum: Bob's mods
- Topic: Gem ore ratios
- Replies: 5
- Views: 3338
Gem ore ratios
Not sure when this started, but using the latest version of Ores, the ratios of gems from gem ore seems to be... off.
Ruby is supposed to be produced in higher quantities than Sapphire, as indicated by the settings:
http://i.imgur.com/NTUl8Jz.png
...but as seen in this image:
http://i.imgur ...
Ruby is supposed to be produced in higher quantities than Sapphire, as indicated by the settings:
http://i.imgur.com/NTUl8Jz.png
...but as seen in this image:
http://i.imgur ...
- Tue May 23, 2017 1:10 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 448310
Re: [0.15.x] Bob's Mods: General Discussion
Hi! Love your mods, glad to see you brought back the liquid fuel cans.
I wonder one thing, though:
The way you have it set up, Plates basically requires every ore to be enabled; I get the impression that's why you have the override in Plates to force all the ores to be enabled.
However, you added ...
I wonder one thing, though:
The way you have it set up, Plates basically requires every ore to be enabled; I get the impression that's why you have the override in Plates to force all the ores to be enabled.
However, you added ...
- Thu May 18, 2017 8:11 pm
- Forum: Releases
- Topic: Version 0.15.12
- Replies: 103
- Views: 61064
Re: Version 0.15.12
Boilers seem to show a different value in the detail window than they did before; was there a stealth change that made boilers show their actual fuel use taking into account the defined effectivity?
Image
- Tue Mar 14, 2017 8:38 pm
- Forum: Mods
- Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
- Replies: 26
- Views: 65655
Re: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Any chance for Bob's modules support?
This doesn't support the Productivity or Raw Productivity modules from that mod.
This doesn't support the Productivity or Raw Productivity modules from that mod.
- Thu Mar 09, 2017 3:59 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 323
- Views: 198655
Re: [MOD 0.14.x]Helmod: Assistant to plan its base.
I have a suggestion:
The config component of Bob's mods has two settings:
1. Allow productivity modules in any recipe, and
2. Allow productivity modules in beacons
Currently, the former setting prevents you from using productivity modules in any recipe in this mod's GUI, while the latter is ...
The config component of Bob's mods has two settings:
1. Allow productivity modules in any recipe, and
2. Allow productivity modules in beacons
Currently, the former setting prevents you from using productivity modules in any recipe in this mod's GUI, while the latter is ...