Missing locale for boric acid barreling:
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Search found 15 matches
- Sun Sep 23, 2018 3:34 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3861
- Views: 1179781
- Fri Sep 07, 2018 1:20 am
- Forum: Mods
- Topic: [MOD 0.16]Xagros's mods
- Replies: 24
- Views: 9300
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...
- Wed Sep 05, 2018 2:41 am
- Forum: Mods
- Topic: [MOD 0.17] Deadlock's Crating Machine
- Replies: 190
- Views: 52961
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...
- Tue Sep 04, 2018 11:38 pm
- Forum: Mods
- Topic: [Mod 0.16] Space Station
- Replies: 8
- Views: 4725
Re: [Mod 0.16] Space Station
Awesome concept and groundwork, very much looking forward to where you go with this!
- Sun Sep 02, 2018 6:17 am
- Forum: Reika's Mods
- Topic: EndgameCombat - Defend your base against lategame enemies with ease
- Replies: 68
- Views: 31075
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...
- 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: 50074
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...
- 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: 50074
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.)
- 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: 24284
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.
- Thu Aug 23, 2018 3:30 pm
- Forum: Texture Packs
- Topic: [Request] Chest, Warehouse and Trash dump sprites
- Replies: 19
- Views: 14786
Re: [Request] Chest, Warehouse and Trash dump sprites
Excited for the new release, the mod is fantastic!
- Thu Aug 23, 2018 2:08 pm
- Forum: Mods
- Topic: [MOD 0.16] Bulk Rail Loaders
- Replies: 264
- Views: 101084
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.)
- Tue Aug 21, 2018 12:30 am
- Forum: Mods
- Topic: [MOD 0.13] Black Market (sell and buy on the market)
- Replies: 387
- Views: 201094
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.
- Fri Aug 17, 2018 8:49 pm
- Forum: Mods
- Topic: [MOD 0.13] EfficienSee : optimise your factory !
- Replies: 123
- Views: 54904
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...
- Fri Aug 17, 2018 12:45 am
- Forum: Mods
- Topic: [MOD 0.17.x] BeltSorter 0.6.3
- Replies: 82
- Views: 51177
Re: [MOD 0.16.x] BeltSorter 0.5.4
Love the mod, just hankering for additional tier support for Bob's!
- Wed Aug 15, 2018 7:29 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 522567
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...
- Wed Aug 15, 2018 4:35 pm
- Forum: Mods
- Topic: [MOD 0.13] Afraid of the dark - lights, lamps & vision.
- Replies: 74
- Views: 76742
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...