Search found 27 matches

by callmewoof
Thu Jan 21, 2016 9:22 pm
Forum: Modding discussion
Topic: game state checks (updating) question
Replies: 3
Views: 11308

Re: game state checks (updating) question

Thanks for the replies. I didn't know I could check in-game how much a mod is doing. Also thanks for the timing tips.
by callmewoof
Thu Jan 21, 2016 3:46 am
Forum: Modding discussion
Topic: game state checks (updating) question
Replies: 3
Views: 11308

game state checks (updating) question

I've been looking into mods more closely lately, having done only minor tweaks to mods or the game in the past. I had always heard that Treefarm slows the game down, and I just read a thread that says once you get a lot of them it's because the game has to do a status check a whole bunch. In other w...
by callmewoof
Tue Jan 19, 2016 4:04 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46354

Re: [MOD 0.12.11+] AmmoBox 0.2.1 - Fun with Turrets & Logistics

Thank you so much for your answer! It makes a lot more sense now. I don't think I'd be able to tweak or improve it though. Too bad the game has limitations like that, but I suppose that's hard-coded and simply the design choice they went with. Oh well!
by callmewoof
Mon Jan 18, 2016 5:49 am
Forum: Mods
Topic: [MOD 0.12.11+] AmmoBox 0.3.0 - Fun with Turrets & Logistics
Replies: 58
Views: 46354

Re: [MOD 0.12.x] AmmoBox 0.2.1

I appreciate the mod! I was wondering though after looking at the files, is there a reason it needs to be so complicated? Like, what's with the logger stuff? Isn't the principal of requesters built into the base game? I know it isn't literally that simple, but in the end an object is just saying &qu...
by callmewoof
Mon Nov 02, 2015 12:27 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182548

Re: [0.12.x] RSO Discussion thread

Yeah I knew I need to remove the override option at some point :D It's non functional - with it set to false RSO doesn't work. Bob's enemies mod enemies are integrated into RSO automatically if they are present. Oh! Haha, thanks. I guess I was trying to fix what wasn't broken! Switched it back, thi...
by callmewoof
Sun Nov 01, 2015 6:32 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182548

Re: [0.12.x] RSO Discussion thread

Hi orzelek, glad to see you're still maintaining this! Thanks! I haven't played since pre-.12 so I'm trying to catch-up on things. I'm running 0.12.16 (the latest) and started a new map. I'm using all of the Bob's Mods and the latest RSO (the one you posted 10/30). In the config files, the only thin...
by callmewoof
Tue Jul 21, 2015 8:23 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181317

Re: Bob mods for 0.12

Winrar apears to have gone downhill since the release of the new rar5 format. as in, you get better results from the older rar software creating standard rar files than you do with the rar5 software, the new rar archives are bigger, like they're not compressed properly. Oh, that explains it. My win...
by callmewoof
Tue Jul 21, 2015 8:21 pm
Forum: Mods
Topic: [0.12.0]Resource Monitor Mod unofficial update 0.5.4(Fix 1)
Replies: 37
Views: 30434

Re: [0.12.0]Reasource Monitor Mod unofficial update 0.5.4

Regardless of who is doing what, thanks for this post. I'm very happy to get this update. Thanks for your effort!
by callmewoof
Tue Jul 21, 2015 3:23 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181317

Re: Bob mods for 0.12

For what it's worth, I don't find .rar a problem. Winrar is free and a tiny download, and heck I use it in place of winzip or windows for zip files too. Regardless, thanks Bob for everything. The update is awesome, and I waited until your updates before finally starting a game last night. So good. S...
by callmewoof
Mon Jul 20, 2015 7:13 am
Forum: Technical Help
Topic: Can't install 1.2 from experimental
Replies: 1
Views: 1958

Can't install 1.2 from experimental

I finally got around to downloading the new 1.2 update tonight but it wouldn't auto update so I grabbed the file from the experimental download page (win 7 64-bit). I uninstalled my previous version and ran the installer. This is my error: http://i.imgur.com/wwVMbzk.png I tried ignoring the file sin...
by callmewoof
Mon Jul 20, 2015 2:59 am
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181317

Re: Bob mods for 0.12

bobingabout wrote:Okay, I'm not done yet, but, here.

https://www.dropbox.com/s/vx7rfkexykwemsy/mods.rar?dl=0

Thank youuuuuuuuuuuuuuuu :D
by callmewoof
Sun Jul 19, 2015 7:25 pm
Forum: Bob's mods
Topic: Bob mods for 0.12 General Topic.
Replies: 409
Views: 181317

Re: Bob mods 12>

bobingabout wrote:This question has already been asked several times already.

Today, or tomorrow.


As for the "Big mods" section in the 0.12 section, Ssilk is going to add one in a few days.
Thanks for your hard work Bob! I really appreciate it. Take as long as you need ;it's worth the wait. :-)
by callmewoof
Wed May 13, 2015 10:12 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 289091

Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

Where to use cobalt? For example? Dytech interprets the use of this metal in later stages, may you maybe you could find this application too :D If you run the full bob's mods, I know there is a cobalt pickaxe that is a step up in the chain, and there was some other recipe in the later stages that u...
by callmewoof
Tue May 12, 2015 3:48 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
Replies: 587
Views: 289091

Re: [0.11.x][v0.7.10] Bob's Metals, Chemicals and Intermediates

I have to agree that oil/wood becomes a huge problem. I won't use tree farm (too slow, literally ends up bloating the simulation later too). At first, a little bit of robot deforestation keeps you going, but after awhile, you end up relying on synthetic wood. For me, I can't use light or especially ...
by callmewoof
Sat May 09, 2015 9:11 pm
Forum: Mods
Topic: [MOD 0.12.x, 0.11.17+] Radar 2.0
Replies: 31
Views: 46987

Re: [0.11.17+] Radar 2.0

Oh wow, thank you thank you thank you! Especially for that handy picture! :-) Grabbing this right now!
by callmewoof
Fri May 08, 2015 3:59 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313382

Re: [0.11.x][v0.1.6] Bob's Logistics mod

Degraine wrote:Pipe info is in the first post of the MCI thread, at least for now. So you'll be able to see the pattern he used.
Thank you! I didn't notice that before. Heck, just yesterday, I found out that you can pause the game (not the escape key, but actual pause! I've owned this game for 1+ year now...)
by callmewoof
Fri May 08, 2015 1:28 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 313382

Re: [0.11.x][v0.1.6] Bob's Logistics mod

I noticed that there are a lot of different pipe types in the mod. There is no information tho about differences between them except hp. Would you consider adding capacity and underground ranges to them in descriptions? (And maybe re-balance some of those - some of values in data seem strange) Yeah...
by callmewoof
Fri May 08, 2015 1:26 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.11] Bob's Warfare mod
Replies: 301
Views: 175266

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

I want to say, thanks for making gun turrets useful again. They have a specific role to play, and don't replace lasers, but don't go obsolete now because of the new ammo. Perfect!
by callmewoof
Thu May 07, 2015 4:30 am
Forum: Mods
Topic: [MOD 0.1.1] Colored Lights
Replies: 10
Views: 15213

Re: [MOD 0.1.1] Colored Lights

Awesome awesome awesome! :D I have been wanting new types of lights for a really long time. So thank you! Will be even more epic if you add flood lights in the future. I am definitely going to do a mod spotlight on this if you don't mind. :) Cool! Thanks! how about some grey lights for the film-noi...
by callmewoof
Wed May 06, 2015 7:55 am
Forum: Mods
Topic: [MOD 0.1.1] Colored Lights
Replies: 10
Views: 15213

[MOD 0.1.1] Colored Lights

A simple mod that adds 5 colored lamps to the game. Nothing special, but that's the point. A special thanks to Xterminator for doing a Mod Spotlight Video! https://www.youtube.com/watch?v=Bd_S1UKYcg0&feature=youtu.be Features: Red, Green, Blue, Purple, and Yellow lamps 50 Red Research; requires ...

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