Search found 17 matches

by killwort
Mon Feb 10, 2020 3:21 am
Forum: Angels Mods
Topic: [MOD 0.16] MadClown01's Processing
Replies: 130
Views: 97046

Re: [MOD 0.16] MadClown01's Processing

Quick and dirty fix for loading clowns_processing along with BA in .18 attached.
Changes:
[*] violet catalyst moved to uranium category
[*] icons for centrifuges are explicitly set to 32px size

This changes allow mod to load, yet IDK if it will work well or look nice :)
by killwort
Thu May 30, 2019 4:46 am
Forum: Angels Mods
Topic: Hydrogen Sulfide Gas -> Hydrogen Sulfide
Replies: 3
Views: 2615

Re: Hydrogen Sulfide Gas -> Hydrogen Sulfide

I've ran into the same problem.
You can add convertor recipies in angelspetrochem/prototypes/petrochem-generate.lua
Download either full modified mod or just lua file.
by killwort
Tue Jul 05, 2016 8:40 am
Forum: Bob's mods
Topic: [1.1.x] Boblocale: Non-english localizations
Replies: 113
Views: 85423

Re: [0.13.x] Boblocale: German/Russian/Polish localizations

Updated Russian locale. See pull request on github.
by killwort
Tue Nov 10, 2015 6:20 am
Forum: Bob's mods
Topic: [1.1.x] Boblocale: Non-english localizations
Replies: 113
Views: 85423

Re: [0.12.x] Boblocale: German/Russian localizations

Forked/updated/pull requested.
I've added original (en) files to repo, as I use some kind of CAT tool which requires source files to be present. Anyway, if you don't like it, remove them.
by killwort
Mon Sep 28, 2015 5:25 am
Forum: Bob's mods
Topic: Russian localization for bobmods
Replies: 10
Views: 12418

Re: Russian localization for bobmods

I'll try to remember to update translations after your big update.
by killwort
Tue Sep 22, 2015 4:37 am
Forum: Bob's mods
Topic: Russian localization for bobmods
Replies: 10
Views: 12418

Re: Russian localization for bobmods

Here's another update for Russian locale
by killwort
Wed Jun 17, 2015 6:06 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 339759

Re: [0.11.x][v0.1.7] Bob's Logistics mod

Well, I've a use for express smart inserters too. Imagine following layout (I use stuff like that as a template for drone construction): ----- ----- |Ass|<R>|Ass| |emb|>P<|emb| |ler|<R>|ler| ----- ----- <> are inserters, P is provider chest, R is requester chest. Provider chest is connected with loc...
by killwort
Tue Jun 02, 2015 10:45 am
Forum: Bob's mods
Topic: Russian localization for bobmods
Replies: 10
Views: 12418

Re: Russian localization for bobmods

Here's updated translations. Mostly for warfare and ores parts.
by killwort
Mon Jun 01, 2015 7:47 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.7] Bob's Enemies Mod
Replies: 123
Views: 105670

Re: [0.11.x][v0.1.2] Bob's Enemies Mod

Deconstructing bubblegum takes too much time and distracts construction drones from more important task not to mention putting them in danger. Maybe something like attack drones from weapons mod could be modded even more to collect that stuff and return to base periodically?
by killwort
Mon Jun 01, 2015 12:29 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 339759

Re: [0.11.x][v0.1.7] Bob's Logistics mod

In the translation to russian i've used numeric values instead of indistinguishable synonims, so inserter names look like "Fast inserter (1-2)" meaning fast inserter that takes item 1 tile away and puts it on the far side of 2nd tile. Fractional part (like "1-1.5") describes near...
by killwort
Mon May 18, 2015 8:58 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 187384

Re: [0.11.x][v0.1.4] Bob's Warefare mod

Maybe you should add more stuff insertable into armor? I.e. better nightvision (without eye-burning-acid-green night time effect), better spotlight (usable when zoomed out), omni-light (omnidirectional light), better exoskeleton (3-4x speed is much appreciated, as far as tanks are slow and vulnerabl...
by killwort
Thu May 14, 2015 7:56 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 187384

Re: [0.11.x][v0.1.4] Bob's Warefare mod

Well, batteries >MK3 are really not useful. In my setup I had 10 MK6 batts, but they didn't discharge anyway. Reactors were able to sustain output required for 8 laser turrets plust shield recharge (I didn't try to match generation to consumption, I've set up temporary automatic line for producing a...
by killwort
Tue May 12, 2015 7:37 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 187384

Re: [0.11.x][v0.1.4] Bob's Warefare mod

I've played for some time with 1.4.4 and it seems that high-end armor/shield is very overpowered. I've made mk5 power armor with 4 mk4 fusion gens and 16 mk6 shields and I can run into any, even biggest, alien base and stay there for like 5 minutes surrounded by oversized biters/spitter not to menti...
by killwort
Tue May 12, 2015 7:29 am
Forum: Bob's mods
Topic: Incinerator
Replies: 4
Views: 8650

Re: Incinerator

Most organics when (properly) burned produce water and carbon dioxide plus not-so-much other generally usable chemicals (in game that might be pure chlorine and sulfur, as they are widespread and useful). Inorganic materials (=metals in game) can be usually melted back into 'plate' form. So my sugge...
by killwort
Wed Apr 08, 2015 6:11 am
Forum: Bob's mods
Topic: Russian localization for bobmods
Replies: 10
Views: 12418

Re: Russian localization for bobmods

I've updated localization to match current mod version. Check attached file.
by killwort
Thu Mar 05, 2015 6:09 am
Forum: Bob's mods
Topic: Russian localization for bobmods
Replies: 10
Views: 12418

Re: Russial localization for bobmods

Nice! Send me a message if you add more strings, I'll try translate them too.
by killwort
Wed Mar 04, 2015 4:44 am
Forum: Bob's mods
Topic: Russian localization for bobmods
Replies: 10
Views: 12418

Russian localization for bobmods

Hi I've translated all Bob's mods into Russian, so now you can play factorio+bob's mods in single language. Some translations are for slightly outdated versions of mods (mostly 1-2 paches) but I think it is still usable with newest versions. Installation: 1. Unpack bob's mods. 2. Unpack provided tra...

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