Key difference being that Angel has a team in place to take over, no? AFAIK no one has stepped forward to maintain this mod after Deadlock steps down.BlueTemplar wrote: βWed Jan 08, 2020 9:36 am Yes, just like Angel's mods, which use the exact same licence, have been "lost" since he "abandoned" them this fall ? /sarcasm
Search found 25 matches
- Thu Jan 16, 2020 2:20 pm
- Forum: Mods
- Topic: [MOD 0.17] Industrial Revolution
- Replies: 988
- Views: 407688
Re: [MOD 0.17] Industrial Revolution
- Sat Oct 05, 2019 6:03 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404487
- Sat Sep 21, 2019 10:08 pm
- Forum: Gameplay Help
- Topic: Another feature request: Upgrade planner upgrade to [deleted entity]/Deconstruction planner filter on blueprints
- Replies: 4
- Views: 2112
- Fri Sep 20, 2019 9:38 pm
- Forum: Gameplay Help
- Topic: Another feature request: Upgrade planner upgrade to [deleted entity]/Deconstruction planner filter on blueprints
- Replies: 4
- Views: 2112
Another feature request: Upgrade planner upgrade to [deleted entity]/Deconstruction planner filter on blueprints
Let's say we have a blueprint with rails, and those rails have lights around the power poles. But then I download Lighted Power Poles and want to remove the lights from all of my blueprints. Would it be possible to either: 1. Add some kind of [delete entity] to the upgrade planner so we can upgrade ...
- Fri Sep 20, 2019 9:26 pm
- Forum: Ideas and Suggestions
- Topic: Feature request: Upgrade planner + blueprint books
- Replies: 2
- Views: 1254
Re: Feature request: Upgrade planner + blueprint books
it's not only feasible but already possible. Is there a mod for it? I looked in a game, but didn't see any slot to put the upgrade planner into my blueprint book. Edit: OHHHHH I see now. You need the blueprint book in your inventory, not just on your hotbar. Is it possible to add this to the hotbar...
- Fri Sep 20, 2019 4:58 am
- Forum: Ideas and Suggestions
- Topic: Feature request: Upgrade planner + blueprint books
- Replies: 2
- Views: 1254
Feature request: Upgrade planner + blueprint books
It would be nice to be able to drop an upgrade planner inside a blueprint book to upgrade all the blueprints in the book at once. Is this feasible?
- Fri Sep 20, 2019 1:54 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404487
Re: Bugs & FAQ
On my side (seablock pack), everything works good with assembler mk2, even with the same Bob's assembling machines settings. I would assume, another mod is messing around with assembler limits or crafting categories. I checked my regular BA save and looks like it works there too. Thanks for the ide...
- Thu Sep 19, 2019 4:32 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404487
Re: Bugs & FAQ
Could be, that you checked the option in Bob's mods to use assembler ingredient limit ? More than 4 ingredients could be only crafted in assembler 3 and above in 0.16. This setting emulates that also in 0.17. I would assume, the new burner and steam assembler of Bobs mods are not limited by the set...
- Thu Sep 19, 2019 2:40 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 362829
Re: [0.16.x] Bob's Mods: General Discussion
i am think of turn on the ore since i doint want oill to be a issue Nothing wrong with that choice, but... Oil is technically infinite, it just slows down as you use it. and if the slower flow isn't enough, you expand and either create more oil processing plants, or import the oil. i just saw the n...
- Thu Sep 19, 2019 2:32 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404487
Re: Bugs & FAQ
I'm in the middle of a heavily modded playthrough, so I have no idea if it's actually caused by something in Angel's, but I figured this would be the best place to start. It looks like the Induction furnace Mk2 and Casting machine Mk2 cannot be made in Assembler Mk2, only every other assembler type ...
- Mon Sep 16, 2019 9:56 am
- Forum: Bob's mods
- Topic: [0.17] Please post bugs and balance issues here.
- Replies: 495
- Views: 155380
Re: [0.17] Please post bugs and balance issues here.
I like option 1 and 2. Option 3 (sending drones into space) seems too much like Darkstar. Unless you want your mod to have a space feature-set like Darkstar has eventually (I actually think of all the mods I have seen, Darkstar complements Bob's the most naturally with belt, assembler, etc. progress...
- Fri Aug 23, 2019 2:44 am
- Forum: Bob's mods
- Topic: [0.17.x] Bob's Mods: General Discussion
- Replies: 567
- Views: 212975
Re: [0.17.x] Bob's Mods: General Discussion
Since we're on the subject of power generation, is there any reason to upgrade to different tiers of steam power other than to save space? Based on the numbers, it seems that 1 steam 2 array = 2 steam 1 arrays, 1 steam 3 array = 3 steam 1 arrays, etc.
- Mon Aug 19, 2019 5:47 pm
- Forum: Angels Mods
- Topic: Any plans to bring back wooden boards?
- Replies: 4
- Views: 3009
Re: Any plans to bring back wooden boards?
Here is what Bob said:
To be honest, since you're talking about a change to a Bob + Angels only use case, I'd suggest you ask Angel to change the recipe to hand craft only... Everything else that changes from a Bob game to a Bob + Angels game is done by Angel.
- Sun Aug 18, 2019 7:09 pm
- Forum: Bob's mods
- Topic: Any plans to bring back wooden boards?
- Replies: 5
- Views: 3342
Re: Any plans to bring back wooden boards?
> The question would be... if you turn off wood -> resin recipe, how are you supposed to make resin, required to make solder, required to make electronics, required to make the higher tier machines able to craft it from oil?
Just the assembler recipe, not by hand.
Just the assembler recipe, not by hand.
- Sun Aug 18, 2019 1:31 pm
- Forum: Modding help
- Topic: [Resolved]Possible to change another mod's settings?
- Replies: 6
- Views: 2210
Re: Possible to change another mod's settings?
Okay, thanks for the replies. Based on all the implementations I've seen of various mods, it looks like that's how most people do it anyway. Or they release a modpack like Seablock.
- Sun Aug 18, 2019 5:51 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571844
Re: Development and Discussion
Sorry I haven't read everything, just the last 3 pages. My question is, is the mod currently in working, fairly balanced state? Or did thing happen between .16 and now that make it unworkable? Looking to start up a new game. Cheers I have been playing an AB run for the past week or so. The only iss...
- Sun Aug 18, 2019 1:19 am
- Forum: Bob's mods
- Topic: Any plans to bring back wooden boards?
- Replies: 5
- Views: 3342
Any plans to bring back wooden boards?
I already asked this on Angel's forum, but they directed me here. So in my most recent BA run, I noticed that the removal of wooden boards was a huge nerf to the difficulty of this mod combo. I know this doesn't necessarily affect the complexity of plain Bob's that much, since you get raw wood from ...
- Sun Aug 18, 2019 1:09 am
- Forum: Angels Mods
- Topic: Any plans to bring back wooden boards?
- Replies: 4
- Views: 3009
Re: Any plans to bring back wooden boards?
Yeah, I don't get it... is Bob* afraid to steer too far away from vanilla ? (See also the boiler inefficiency...) *Unless I'm mistaken, this is pretty much a Bob issue first, and should therefore be posted in his forums instead of here... I don't believe so. In plain Bob's you have to be able to au...
- Sat Aug 17, 2019 3:50 pm
- Forum: Modding help
- Topic: [Resolved]Possible to change another mod's settings?
- Replies: 6
- Views: 2210
Re: Possible to change another mod's settings?
Thanks.
Could you point me to an example of a mod that actually does this? I've checked a few now, and don't see any examples of this actually being implemented.
I saw Warptorio 2 had these files, but they are blank.
Could you point me to an example of a mod that actually does this? I've checked a few now, and don't see any examples of this actually being implemented.
I saw Warptorio 2 had these files, but they are blank.
- Sat Aug 17, 2019 6:21 am
- Forum: Modding help
- Topic: [Resolved]Possible to change another mod's settings?
- Replies: 6
- Views: 2210
[Resolved]Possible to change another mod's settings?
For example, in the oberhaul mod, the expectation is that the setting under "Bob's Assembling machines mod" for "Electrolysers" will be disabled. Is it possible to do this from the API? If not, what would be a workaround to prevent issues from happening due to incorrect settings?...