Search found 90 matches
- Thu Jun 25, 2020 1:25 am
- Forum: Bob's mods
- Topic: [1.1] - Artisanal Reskins: Bob's Mods
- Replies: 78
- Views: 38562
Re: [0.18] - (BETA) Artisanal Reskins: Bob's Mods
Heyy.. you might recognize me from Reverse Factory and Mini Machines. So getting an error (technically multiple errors) with reskins-bobs and mini-machines, which I believe is caused by reskins-bobs assuming that various mods are being loaded with mini machines. See (..\prototypes\compatibility\mini...
- Sun Mar 15, 2020 11:09 pm
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 59980
Re: [0.18.x] Bob's Mods: General Discussion
There is an update that I haven't released yet that adds another layer. (puts some white on top of the mask) I think as long as you don't go back to using the "make_4way_animation_from_spritesheet" function, my mod should be able to handle any changes made in yours. With the latest update...
- Sun Mar 15, 2020 3:06 am
- Forum: Bob's mods
- Topic: [0.18.x] Bob's Mods: General Discussion
- Replies: 149
- Views: 59980
Re: [0.18.x] Bob's Mods: General Discussion
Just here to set the record straight, but yes, for most entities in the game, I do have them dynamically altered. So they check if a certain property exists, and how that property exists (if it's a simple shift, scale, hr_version.shift, and hr_version.scale vs having a base/shadow/mask layer vs havi...
- Sun Feb 02, 2020 4:20 am
- Forum: Not a bug
- Topic: [0.18.3] Modded Furnace Icon Recipe Visual Bug
- Replies: 3
- Views: 1733
[0.18.3] Modded Furnace Icon Recipe Visual Bug
Very unspecific title, but basically, the icon over a working modded Furnace entity doesn't seem to update until at least one item has been processed. Specifically, my mod has a modded furnace entity that takes finished products and "recycles" them into their original ingredients. That mea...
- Fri Aug 23, 2019 7:26 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 125939
Re: Friday Facts #309 - Controversial opinions
I think getting rid of unwanted items is the absolute worst reason for the existence of teleporting lightspeed bullets that can never miss. I worked around it by providing cheap incinerator machines. I also left explosive damage alone so if you're really pissed off with that one pistol taking up on...
- Fri Aug 23, 2019 7:02 pm
- Forum: News
- Topic: Friday Facts #309 - Controversial opinions
- Replies: 290
- Views: 125939
Re: Friday Facts #309 - Controversial opinions
Weapons shouldn't lock on Weapons should all work like the shotgun So if every weapon becomes like the shotgun, then how would you shoot over walls? The shotgun just damages everything it touches, including your own buildings. Would you make it so all weapons can shoot over walls, making your build...
- Mon Jul 22, 2019 12:03 am
- Forum: Ideas and Suggestions
- Topic: Expanded Dependency Loop Error
- Replies: 0
- Views: 902
Expanded Dependency Loop Error
As of now, the error simply states: "Circular dependency from [mod x] to [mod y]" But doesn't actually show the chain causing the dependency loop. This wouldn't be so important, if mods couldn't hide their dependencies, making them appear invisible in-game. This requires those who have a d...
- Sun May 19, 2019 10:14 pm
- Forum: Bob's mods
- Topic: Feedback
- Replies: 361
- Views: 134025
Re: Feedback
Not sure if I should ask about this here, or one the balance issues page, but is there any particular reason the electric multi purpose furnace uses only the electric chemical furnace as an ingredient? If it's a hybrid of the chemical and metal mixing furnaces, then why wouldn't it require both? Or ...
- Sun Mar 31, 2019 11:59 pm
- Forum: Mods
- Topic: MOD [ 0.18.x / 1.1 ] Bio-Industries
- Replies: 592
- Views: 338874
Re: MOD [ 0.17.x] Bio-Industries
My issue, here, regarding item names and recipe names for the Wood Products, and a lack of compatibility with Reverse Factory.
- Fri Jul 06, 2018 5:01 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 43794
Re: [MOD 0.16.x] Whistle Stop Factories
Unless an item is specifically not supposed to exist in expensive mode (which is not usually the case), While I haven't tested it myself, that isn't the behavior mentioned in the wiki , they give an example of only specifying the expensive recipe and setting the normal recipe to false, and said the...
- Fri Jul 06, 2018 4:01 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 43794
Re: [MOD 0.16.x] Whistle Stop Factories
it specifically pulls the item names from the items themselves, then checks if a recipe exists with the same name as the item. That is not a correct approach. I disagree. The problem with using the recipe list, is that you get every single recipe in the game, including multiple ones for the same it...
- Fri Jul 06, 2018 2:15 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 43794
Re: [MOD 0.16.x] Whistle Stop Factories
I think we might be fine for the moment in terms of neither one of our mods needing to set up a dependency as my mod's new logic now should hopefully avoid all recycling recipes by just only affecting recipes that can be built in a chemical plant, assembly machine, or furnace. How about we agree I ...
- Thu Jul 05, 2018 9:22 pm
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 43794
Re: [MOD 0.16.x] Whistle Stop Factories
@eradicator Wow, that actually did fix the issue and allowed me to load into game. (Aaand I totally forgot that I had downloaded another mod for testing and hadn't disabled it. That was probably causing the issue in the first place. Oops.) And also, I found that Reverse Factory doesn't actually caus...
- Thu Jul 05, 2018 5:07 am
- Forum: Mods
- Topic: [MOD 0.16.x] Whistle Stop Factories
- Replies: 105
- Views: 43794
Re: [MOD 0.16.x] Whistle Stop Factories
Does this mod have compatibility with.. anything other than pure vanilla? I have basically the absolute minimum of mods, and it always errors out during loading. Specifically, erroring during the recipeSetup.lua script at line 149 with "attempt to index local 'recipe' (a nil value)". My mi...
- Sat Apr 14, 2018 10:02 pm
- Forum: News
- Topic: Friday Facts #238 - The GUI update (Part II)
- Replies: 143
- Views: 61321
Re: Friday Facts #238 - The GUI update (Part II)
I'm really liking the new research queue and tech view. The colors are subject to change for sure. Just a couple things I'd like to see added, one is right-click to queue functionality (and matching right-click to unqueue functionality). And the second is the ability to filter technologies by scienc...
- Thu Apr 12, 2018 8:45 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 357236
Re: [0.16.x] Bob's Mods: General Discussion
Is it just me, or did there used to be a car mk2 and mk3? Am I just misremembering? I only noticed now because with some ordering mods, the tanks end up a row below the car, and make it clear there's no mk2 or mk3 car. Not saying it needs to exist, but just that it stood out to me, because I swear t...
- Sun Apr 08, 2018 9:22 am
- Forum: Mods
- Topic: [MOD 0.12.26] Picker: Easily select items from inventory
- Replies: 125
- Views: 69548
Re: [MOD 0.12.26] Picker: Easily select items from inventory
Issue also posted on the mod portal here
Recap: When Picker Crafter hotkey set to Q, deselecting an item with Q, while hovering over an entity, attempts to craft that entity. Instead, should ignore when cursor is in use.
Recap: When Picker Crafter hotkey set to Q, deselecting an item with Q, while hovering over an entity, attempts to craft that entity. Instead, should ignore when cursor is in use.
- Tue Aug 22, 2017 9:24 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 80345
Re: [MOD 0.15] ShinyBobGFX
...I somehow completely forgot that items are more than just icons, and that their entities also had to be recolored. Since my mini machine mod just copies the entities themselves (after they've already been changed), the only difference I had noticed was with icons, so was the only thing I focused ...
- Tue Aug 22, 2017 1:16 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 80345
Re: [MOD 0.15] ShinyBobGFX
No problem! I've loved this mod for the longest time; necessary to do anything with bobs (and angels, with the other gfx mod). And yes, I did notice that update a while back; thought it was odd at first, but it most definitely grew on me over time. Although personally, I hardly ever get far enough t...
- Mon Aug 21, 2017 10:23 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 80345
Re: [MOD 0.15] ShinyBobGFX
My small issue posted on the mod portal here , basically about the last two tiers of bobs belt not following the usual Gray -> Yellow -> Red -> Blue -> Purple -> Green, as the Faster Belt is Green and the Extremely Fast Belt is Purple. Backwards! Also, Bobs Power has up to tier 3 heat exchangers, wh...