Search found 40 matches
- Wed May 29, 2019 6:49 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 72420
Re: [MOD 0.14.x] Additional-turret
This seems to be a new issue, i have not fixed it yet :/
- Sat Apr 27, 2019 11:42 pm
- Forum: Mods
- Topic: [MOD 0.14.x] Additional-turret
- Replies: 119
- Views: 72420
Re: [MOD 0.14.x] Additional-turret
As a lover of this mod, I did some work to port it so it at least loads and functions in .17
https://www.dropbox.com/s/j4kij6kbdkw6t1y/Additional-Turret-016_0.2.1.zip?dl=0
If the original dev is here then feel free to rip my code and update the mod.
If anyone else knows how to do migrations ...
https://www.dropbox.com/s/j4kij6kbdkw6t1y/Additional-Turret-016_0.2.1.zip?dl=0
If the original dev is here then feel free to rip my code and update the mod.
If anyone else knows how to do migrations ...
- Fri Apr 19, 2019 2:14 am
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 40203
Re: EndgameCombat - Defend your base against lategame enemies with ease
I'd also like to know this, love to see this mod in .17 

- Fri Feb 22, 2019 4:42 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 58598
Re: [MOD 0.16] Realistic Electric Trains
Sounds like an opportunity to mesh with the multiple tiers of trains like in bobs 

- Wed Feb 20, 2019 3:23 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 58598
Re: [MOD 0.16] Realistic Electric Trains
Yeah, there is literally no error.
Just <Player> Desynced.
Same every time on a connection.
Just <Player> Desynced.
Same every time on a connection.
- Tue Feb 19, 2019 10:52 pm
- Forum: Mods
- Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
- Replies: 86
- Views: 58598
Re: [MOD 0.16] Realistic Electric Trains
Hey, was enjoying this mod in my singleplayer game but it seems to be causing instant desync issues in Multiplayer 

- Tue Feb 12, 2019 8:43 pm
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 71
- Views: 40203
Re: EndgameCombat - Defend your base against lategame enemies with ease
https://imgur.com/a/OGO1T91
Good evening, been getting this error popping up a lot in our game. Wondering if you can help
?
Good evening, been getting this error popping up a lot in our game. Wondering if you can help

- Thu Jun 29, 2017 3:26 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 435255
Re: [0.15.x] Bob's Mods: General Discussion
I do not have that mod,
I use Shiny Angels and Shiny Bobs, nothing else i can think of that alters recipes or textures
And yes thats what it looks like
---
Found it, Shiny Bobs has the local file messed up
Sorry for posting here bob but i thought id post at the top of the chain
I use Shiny Angels and Shiny Bobs, nothing else i can think of that alters recipes or textures
And yes thats what it looks like
---
Found it, Shiny Bobs has the local file messed up
Sorry for posting here bob but i thought id post at the top of the chain

- Thu Jun 29, 2017 2:25 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 435255
Re: [0.15.x] Bob's Mods: General Discussion
Didn't know where to post this so i thought i'd start here,
Since the last update all of the Gem pictures and names are (consistently) Wrong.
Example being that Topaz has the pictures for Emeralds (all the way down the production) and has those funny Hollow square symbols in front of the names.
Since the last update all of the Gem pictures and names are (consistently) Wrong.
Example being that Topaz has the pictures for Emeralds (all the way down the production) and has those funny Hollow square symbols in front of the names.
- Sun Jun 11, 2017 6:18 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1776023
Re: Development and Discussion
Yeah, for some reason it's toggled off. But it seems to be like that by default for my mods. Even in new saves it wont appear.
Using the command brought it back though.
Using the command brought it back though.
- Sat Jun 10, 2017 9:24 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1776023
Re: Development and Discussion
yeah, i have alien artifacts dropping and MOST of the recipes from Angels Bioprocessing.
But there doesn't seem to be anyway of turning Small Artifacts into Large ones.
Even though the code is there for it in the mods files..
Bit stumped.
But there doesn't seem to be anyway of turning Small Artifacts into Large ones.
Even though the code is there for it in the mods files..
Bit stumped.
- Sat Jun 10, 2017 6:04 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3794
- Views: 1776023
Re: Development and Discussion
So dunno if im being stupid or what, but i can't seem to find anyway to turn small alien artifacts into big ones anymore,
was it disabled?
was it disabled?
- Thu Jun 08, 2017 5:52 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1594358
Re: Bugs & FAQ
I've modded the files so that wastewater gives 2 ore rather than one for the moment.
Seems to work.
Seems to work.
- Thu Jun 08, 2017 2:09 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1594358
Re: Bugs & FAQ
Is there a better way of making hydrofluoric acid? Our mines are running dry on the stuff cause we can't seem to make anywhere near enough.
Refining Fluoric wastewater and Acid gas at the moment
Refining Fluoric wastewater and Acid gas at the moment
- Thu Jun 01, 2017 8:14 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3893
- Views: 1594358
Re: Bugs & FAQ
The Green metal Catalysts used in making Nitric acid does not return the frames it uses as a by product?
Didnt know if that was intentional or not. But since Acid Gas returns its frames, thought i'd best check
Didnt know if that was intentional or not. But since Acid Gas returns its frames, thought i'd best check
- Thu Jun 01, 2017 6:43 am
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 435255
Re: [0.15.x] Bob's Mods: General Discussion
Couple of us already have mods for thatQuackerJ4ck wrote:Since Angel Petrchem needs Steam in a lot of the Steam Cracking now - is it possible we can get an Electric Boiler?

- Fri May 19, 2017 11:51 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 435255
Re: [0.15.x] Bob's Mods: General Discussion
its ok bob, just a demo level so i can wait for the fix 

- Fri May 19, 2017 9:53 pm
- Forum: Bob's mods
- Topic: [0.15.x] Bob's Mods: General Discussion
- Replies: 1047
- Views: 435255
- Fri May 19, 2017 5:09 pm
- Forum: Mods
- Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
- Replies: 18
- Views: 9839
Re: [MOD 0.15] E Boiler -An Electric Boiler mod
Its possible nightingale, wouldn't be too efficient though.
But since people are doing no walking challenges these days, i think you could do anything if you set your mind to it :p
But since people are doing no walking challenges these days, i think you could do anything if you set your mind to it :p
- Fri May 19, 2017 4:53 pm
- Forum: Mods
- Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
- Replies: 18
- Views: 9839
Re: [MOD 0.15] E Boiler -An Electric Boiler mod
Sadly i'm not sure that possible (or at least its not possible for a modder with my skill level at the least)
The boilers function is as simple as
Take water - Burn/Consume energy - Set water to X temperature (defined in the boiler settings)
now i assume the temperature of the incoming fluid is ...
The boilers function is as simple as
Take water - Burn/Consume energy - Set water to X temperature (defined in the boiler settings)
now i assume the temperature of the incoming fluid is ...