Sure, tell us when it will be ready, Airat9000.Airat9000 wrote:want to know when bio processing mod will be ready mate??
Search found 75 matches
- Fri Oct 28, 2016 4:11 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3791
- Views: 1571420
Re: Development and Discussion
- Fri Oct 21, 2016 11:13 pm
- Forum: Modding help
- Topic: [Answered] Player inventory concurrent modification woes
- Replies: 2
- Views: 1220
Re: Player inventory concurrent modification woes
Excellent. Thanks
- Fri Oct 21, 2016 10:56 pm
- Forum: Modding help
- Topic: [Answered] Player inventory concurrent modification woes
- Replies: 2
- Views: 1220
[Answered] Player inventory concurrent modification woes
I'm having an issue when multiple mods are loaded that alter the player's inventory during on_player_created. I have a few mods which add items to the player's inventory on start, and one which clears the player inventory on start. I'm not having any actual runtime errors, but I'm looking for a simp...
- Fri Oct 21, 2016 9:09 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404015
Re: Bugs & FAQ
How do I get Mineralized Water? Seems like you could use a mod like this: https://mods.factorio.com/mods/MrDoomah/what-is-it-used-for or use the search fields on your inventory and in the tech tree. I do have and it confused me. It displayed a recipe as available but there's no actual way to do the...
- Sun Oct 16, 2016 1:00 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404015
Re: Bugs & FAQ
Whoa... I just updated Refining and Infinite Ores and now a bunch of my chemical plants no longer function. It looks like every recipe which uses purified water had its inputs swapped. This is definitely not acceptable for an existing factory.
- Tue Sep 27, 2016 3:54 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404015
Re: Bugs & FAQ
I'll check tonight, I'm currently at work. It's really weird and I wouldn't be surprised if the error comes from the thing that is between the keyboard and the chair. just checked, and it's like i said, they unlock, when you have reasearched all technology required. you need to research advanced el...
- Wed Sep 21, 2016 11:24 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404015
Re: Bugs & FAQ
So, all of these catalysts require small alien artifacts to craft, but the only small artifacts that drop are the base ones. We're not really meant to be using the bioprocessing recipes to get all of our small alien artifacts, are we?
- Wed Sep 21, 2016 11:08 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404015
Re: Bugs & FAQ
I don't know which thread to put this in, but something I noticed: With the processing thread, it's not possible to make ferric chloride from processed iron ore/iron ingots. I assumed it was intended that the processed/ingot forms could replace all the ore in recipes, especially since there is a re...
- Tue Sep 13, 2016 2:26 am
- Forum: Bob's mods
- Topic: [0.14.x] Bob's Mods: General Discussion
- Replies: 430
- Views: 177960
Re: [0.14.x] Bob's Mods: General Discussion
Can we get the "Water Bore" technology and the "Pump" item/building renamed? Maybe something like "Barrel Filler" or something. It doesn't have anything to do with pumping water out of the ground anymore, so the current name is quite misleading.
- Tue Sep 13, 2016 2:19 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404015
Re: Bugs & FAQ
It really should be renamed Angel's Ores. I too skipped it originally because I didn't want infinite ores. And so got the error mentioned above.
- Mon Sep 12, 2016 3:43 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404015
Re: Bugs & FAQ
Angel's Processing allows you to craft bob's synthetic wood, but doesn't unlock the bob's recipes which use the synthetic wood (such as the basic board).
- Sun Sep 11, 2016 9:30 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3891
- Views: 1404015
Re: Bugs & FAQ
Angel's Processing forces the additional alien artifacts from Bob's mods even if they are disabled in the Bob's config.
Code: Select all
bobmods.config.enemies.EnableNewArtifacts = false
- Wed Mar 30, 2016 6:07 am
- Forum: Bob's mods
- Topic: [MOD 0.12.18] OverBobs - Bob's mods add-on mod
- Replies: 8
- Views: 19867
Re: OverBobs - Bob's mods add-on mod
The building I am working on right now is a short range teleporter, my SO is getting a bit irritated at my huge pipe labyrinths so I am trying to come up with a good design. I do not want a GUI, it must be dead simple to use, and I want it directional, but accumulators cannot be directional it seem...
- Wed Mar 30, 2016 5:56 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 196192
Re: Bob mods for 0.12 General Topic.
At the moment we have soft solder based on a tin/lead alloy, but why not add hard solder also? Like a Silber/Copper or Brass, they could be used for some of the better pipes and furnaces or other things where high pressures/temperatures are expected. Also that would give me new stuff to build :D Yo...
- Wed Mar 30, 2016 5:55 am
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 196192
Re: Bob mods for 0.12 General Topic.
Hi there, just one question. i got problems identifying the different ore types on the map, so i need to visit them over and over again. currently i set train stations with names so i see it on tha map. is there any way to set ore names by default on the map? so i dont need to get there first fly s...
- Mon Jan 04, 2016 11:21 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 465045
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5
Also, is the biological ammo a bit overpowered? Compared to, say, Bob's Mods Cordite ammo line it still does significantly more damage than any of those and they take significantly more processing to acquire, I can single shot any creature but behemoths with the biological ammo from Natural Evoluti...
- Wed Dec 23, 2015 2:52 pm
- Forum: Bob's mods
- Topic: Bob mods for 0.12 General Topic.
- Replies: 409
- Views: 196192
Re: Bob mods for 0.12
If you're using Dytech then the water bore does give you dirty water. Also you'll find that water from a well in real life is going to be very clean.
- Fri Dec 18, 2015 8:54 pm
- Forum: Resource Spawner Overhaul
- Topic: [0.12.x] RSO Discussion thread
- Replies: 458
- Views: 198688
Re: [0.12.x] RSO Discussion thread
Cool, thanks
- Fri Dec 18, 2015 5:55 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344208
Re: [MOD 0.12.20] Orbital Ion Cannon
This is awesome. My only quibble: could you update to the Tiberium Wars firing effect? It just looks more... epic. https://www.youtube.com/watch?v=rheHLnQGusg Due to the way that factorio does it's effects don't expect to see this any time soon, if ever. Isn't it exactly the same method as the beam...
- Fri Dec 18, 2015 5:22 pm
- Forum: Mods
- Topic: [MOD 0.18] Orbital Ion Cannon 1.8.2
- Replies: 502
- Views: 344208
Re: [MOD 0.12.20] Orbital Ion Cannon
Due to the way that factorio does it's effects don't expect to see this any time soon, if ever.Foxy_Boxes wrote:This is awesome. My only quibble: could you update to the Tiberium Wars firing effect? It just looks more... epic.
https://www.youtube.com/watch?v=rheHLnQGusg