Search found 9 matches

by LightningDragon10065
Fri Apr 12, 2019 11:40 pm
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 134897

Re: [0.17] Please post bugs and balance issues here.

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...
by LightningDragon10065
Sun Jun 04, 2017 4:58 am
Forum: Not a bug
Topic: [0.15.18] Migration removing entites from disabled mods
Replies: 1
Views: 812

[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...
by LightningDragon10065
Tue May 30, 2017 10:30 pm
Forum: Bob's mods
Topic: Gem ore ratios
Replies: 5
Views: 2702

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. :|
by LightningDragon10065
Tue May 30, 2017 4:14 pm
Forum: Bob's mods
Topic: Gem ore ratios
Replies: 5
Views: 2702

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 ratios...
by LightningDragon10065
Tue May 30, 2017 4:01 am
Forum: Bob's mods
Topic: Gem ore ratios
Replies: 5
Views: 2702

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.com/4Fi9...
by LightningDragon10065
Tue May 23, 2017 1:10 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351600

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 th...
by LightningDragon10065
Thu May 18, 2017 8:11 pm
Forum: Releases
Topic: Version 0.15.12
Replies: 103
Views: 51806

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
by LightningDragon10065
Tue Mar 14, 2017 8:38 pm
Forum: Mods
Topic: [MOD 0.12.X] GDIW - Gah!DarnItWater!
Replies: 26
Views: 62255

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.
by LightningDragon10065
Thu Mar 09, 2017 3:59 am
Forum: Mods
Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Replies: 321
Views: 152556

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 ignored ...

Go to advanced search