Search found 40 matches

by timer67
Wed May 29, 2019 6:49 pm
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63139

Re: [MOD 0.14.x] Additional-turret

This seems to be a new issue, i have not fixed it yet :/
by timer67
Sat Apr 27, 2019 11:42 pm
Forum: Mods
Topic: [MOD 0.14.x] Additional-turret
Replies: 119
Views: 63139

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 properly...
by timer67
Fri Apr 19, 2019 2:14 am
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 32007

Re: EndgameCombat - Defend your base against lategame enemies with ease

I'd also like to know this, love to see this mod in .17 :D
by timer67
Fri Feb 22, 2019 4:42 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50217

Re: [MOD 0.16] Realistic Electric Trains

Sounds like an opportunity to mesh with the multiple tiers of trains like in bobs :D
by timer67
Wed Feb 20, 2019 3:23 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50217

Re: [MOD 0.16] Realistic Electric Trains

Yeah, there is literally no error.
Just <Player> Desynced.

Same every time on a connection.
by timer67
Tue Feb 19, 2019 10:52 pm
Forum: Mods
Topic: [MOD 0.16 - 1.0] Realistic Electric Trains
Replies: 86
Views: 50217

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 :(
by timer67
Tue Feb 12, 2019 8:43 pm
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 32007

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 :) ?
by timer67
Thu Jun 29, 2017 3:26 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351034

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 :D
by timer67
Thu Jun 29, 2017 2:25 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351034

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.
by timer67
Sun Jun 11, 2017 6:18 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1383616

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.
by timer67
Sat Jun 10, 2017 9:24 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1383616

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.
by timer67
Sat Jun 10, 2017 6:04 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1383616

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?
by timer67
Thu Jun 08, 2017 5:52 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213954

Re: Bugs & FAQ

I've modded the files so that wastewater gives 2 ore rather than one for the moment.
Seems to work.
by timer67
Thu Jun 08, 2017 2:09 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213954

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
by timer67
Thu Jun 01, 2017 8:14 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1213954

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
by timer67
Thu Jun 01, 2017 6:43 am
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351034

Re: [0.15.x] Bob's Mods: General Discussion

QuackerJ4ck wrote:Since Angel Petrchem needs Steam in a lot of the Steam Cracking now - is it possible we can get an Electric Boiler?
Couple of us already have mods for that :)
by timer67
Fri May 19, 2017 11:51 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351034

Re: [0.15.x] Bob's Mods: General Discussion

its ok bob, just a demo level so i can wait for the fix :)
by timer67
Fri May 19, 2017 9:53 pm
Forum: Bob's mods
Topic: [0.15.x] Bob's Mods: General Discussion
Replies: 1047
Views: 351034

Re: [0.15.x] Bob's Mods: General Discussion

http://imgur.com/a/MzZP2

Getting this error trying to load the LTN demo level.
Any suggestions ?
by timer67
Fri May 19, 2017 5:09 pm
Forum: Mods
Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
Replies: 18
Views: 7915

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
by timer67
Fri May 19, 2017 4:53 pm
Forum: Mods
Topic: [MOD 0.15] E Boiler -An Electric Boiler mod
Replies: 18
Views: 7915

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 kept...

Go to advanced search