Search found 15 matches

by Gaist
Sun Sep 23, 2018 3:34 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3871
Views: 1209094

Re: Bugs & FAQ

Missing locale for boric acid barreling:
Unknown key: "fluid-name.liquid-boric-acid" Barrel
by Gaist
Fri Sep 07, 2018 1:20 am
Forum: Mods
Topic: [MOD 0.16]Xagros's mods
Replies: 24
Views: 9465

Re: [MOD 0.16]Xagros's mods

I am hoping you might be able to help with an issue that has arisen when using More Bobs! with the Bio Industries tweak. The Fertilizer technology is not currently available with this setting active for us: With: https://i.imgur.com/hphdLnT.jpg Without: https://i.imgur.com/4NEOoHt.jpg Any help would...
by Gaist
Wed Sep 05, 2018 2:41 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Crating Machine
Replies: 190
Views: 54097

Re: [MOD 0.16.x] Deadlock's Crating Machine

Your loaders, stackers and crating machines are among our group's favorite mods, big kudos all around. On the 'sometime' agenda, any thoughts on bestowing the marvelous crating machines with stylish sprites along the lines of the compact loaders and stacking machines? The assembly machine look doesn...
by Gaist
Tue Sep 04, 2018 11:38 pm
Forum: Mods
Topic: [Mod 0.16] Space Station
Replies: 8
Views: 4799

Re: [Mod 0.16] Space Station

Awesome concept and groundwork, very much looking forward to where you go with this!
by Gaist
Sun Sep 02, 2018 6:17 am
Forum: Reika's Mods
Topic: EndgameCombat - Defend your base against lategame enemies with ease
Replies: 71
Views: 31895

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

For some reason Acid Turrets are continually giving the buzzer alert for Turret Fluid Empty despite being completely full. I tried re-placing them and filling them with different acid types, but it made no difference. Weirdly, multiplayer friends connected get the warning when I first place the turr...
by Gaist
Thu Aug 30, 2018 12:29 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 50926

Re: [MOD 0.16.x] SCTM

alien lab should be enabled only if bobenemies are present and relic drop from aliens is enabled, can you post your list of mods with versions and settings file? lovely_santa was kind enough to take a look on the More Science end after I uploaded our modlist + settings--and forwarded those on to th...
by Gaist
Wed Aug 29, 2018 1:56 pm
Forum: Mods
Topic: [MOD 0.16.x, 0.17.x, 0.18.x, 1.1.x] SCTM
Replies: 150
Views: 50926

Re: [MOD 0.16.x] SCTM

Keen to try this out in tandem with a MoreScience & AngelBob setup, but getting this error on startup (which persists even if omitting the MoreScience + SCTM crossover mod.)

Image
by Gaist
Mon Aug 27, 2018 4:28 am
Forum: Reika's Mods
Topic: NauvisDay - Gaia's Revenge, and your attempt to adapt to it
Replies: 58
Views: 24803

Re: NauvisDay - Gaia's Revenge, and your attempt to adapt to it

Is there a way to turn down / turn off the sound from pollution clouds? It's deafening for us for some reason.
by Gaist
Thu Aug 23, 2018 3:30 pm
Forum: Texture Packs
Topic: [Request] Chest, Warehouse and Trash dump sprites
Replies: 19
Views: 15054

Re: [Request] Chest, Warehouse and Trash dump sprites

Excited for the new release, the mod is fantastic!
by Gaist
Thu Aug 23, 2018 2:08 pm
Forum: Mods
Topic: [MOD 0.16] Bulk Rail Loaders
Replies: 264
Views: 102928

Re: [MOD 0.16] Bulk Rail Loaders

Any chance of tech options to increase the throughput for the bulk loaders and unloaders? They're quite cool, but still seem to fall behind in contrast to higher end throughput from inserters / loaders (at least in an angelbob setup.)
by Gaist
Tue Aug 21, 2018 12:30 am
Forum: Mods
Topic: [MOD 0.13] Black Market (sell and buy on the market)
Replies: 387
Views: 203507

Re: [MOD 0.13] Black Market (sell and buy on the market)

Would be thrilled if anyone has made any headway on making adjustments for Black Market's pricing to play nicely with AngelBob; out of the box, the prices are just wildly disparate unfortunately, allowing very easy trivializing of some of the most complex recipes.
by Gaist
Fri Aug 17, 2018 8:49 pm
Forum: Mods
Topic: [MOD 0.13] EfficienSee : optimise your factory !
Replies: 123
Views: 55622

Re: [MOD 0.13] EfficienSee : optimise your factory !

Awesome mod, but regrettably seem to keep stumbling into a crash when bringing up the GUI on certain things! Error while running event EfficienSee::effic_hotkey (ID 185) _ _EfficienSee_ _/control,lua:1348: attempt to compare number with nil https://i.imgur.com/jzDDA0m.png Any ideas on a fix by any c...
by Gaist
Fri Aug 17, 2018 12:45 am
Forum: Mods
Topic: [MOD 0.17.x] BeltSorter 0.6.3
Replies: 82
Views: 51831

Re: [MOD 0.16.x] BeltSorter 0.5.4

Love the mod, just hankering for additional tier support for Bob's!
by Gaist
Wed Aug 15, 2018 7:29 pm
Forum: Mods
Topic: [MOD 0.14] AAI Programmable Vehicles
Replies: 876
Views: 530327

Re: [MOD 0.14] AAI Programmable Vehicles

Love this mod, much more viable for a solo game than multiplayer regrettably (at least for our group.) Even with a pretty hefty server rig, having AAI programming active with control towers introduces jitter-lag for connected players--but using the remote control to dispatch orders to AAI vehicles d...
by Gaist
Wed Aug 15, 2018 4:35 pm
Forum: Mods
Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
Replies: 74
Views: 77489

Re: [MOD 0.13] Afraid of the dark - lights, lamps & vision.

Very keen to check this out, I just wanted to ask ahead of time though--there's someone who posted six months ago in the discussion about the perfect night glasses no longer working as of version .16.23? I was also curious if the glasses make conventional nightvision pointless to utilize, or if ther...

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