Search found 7349 matches
- Fri Mar 12, 2021 1:37 am
- Forum: Bob's mods
- Topic: Chlorine Issues
- Replies: 3
- Views: 2202
Re: Chlorine Issues
The only way I can see to make chlorine is to use the salt water electrolysis, which has a byproduct of Sodium Hydroxide. I need more Chlorine than I need Sodium Hydroxide, so I have a large excess of Sodium Hydroxide. Is there a better way to get Chlorine that I'm not seeing, or do I just need to ...
- Tue Mar 09, 2021 8:43 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 88
- Views: 19824
Re: [1.1] bugs and balance issues.
This might not be an actual bug, but when loading all of Bob's mods I see warnings in the logfile: 13.168 Warning! Sprite at {0,0; 128x128} from __bobelectronics__/graphics/icons/technology/advanced-electronics-2.png is defined with 4 mipmap levels, but level 1 is expected to be at {128,0; 64x64} w...
- Thu Feb 18, 2021 5:02 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 88
- Views: 19824
Re: [1.1] bugs and balance issues.
bobores_1.1.0/prototypes/sulfur.lua appears to be missing: icon_size = 64, icon_mipmaps = 4, This gives the wrong size icon in LuaGuiElement → choose-elem-button (with type = "entity")...sulfur icon size issueA.png Specific to the entity in map editor mode? Probably why I missed it. I'll ...
- Tue Feb 16, 2021 9:36 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 88
- Views: 19824
- Fri Feb 12, 2021 8:52 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 88
- Views: 19824
Re: [1.1] bugs and balance issues.
Hi, Playing late game on my latest save, creating Napalm Capsules, Tooltip has: -- Unknown key: "tooltip-category.shot" -- I play mostly just Bob's mod with stuff like watefill, cannon turret, FARL and some QoL mods like recipe explorer, so I believe it is just a Bob's mod small issue rat...
- Thu Feb 11, 2021 2:18 pm
- Forum: Bob's mods
- Topic: Does Bob have a steam inserter?
- Replies: 1
- Views: 1021
Re: Does Bob have a steam inserter?
A recent addition to bob logistics.
- Mon Feb 01, 2021 1:53 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 88
- Views: 19824
Re: [1.1] bugs and balance issues.
Hi Bob, love the mods. I recently upgraded a save from 1.0 to 1.1, and was wondering if it's normal to not be able to see the pure water recipe in the crafting tab. From what I remember from my last game in 0.17, the pure water recipes should be right next to the electrolysis recipes, but I can't f...
- Mon Feb 01, 2021 1:42 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 59
- Views: 26233
Re: [1.1] Bob's Mods: General Discussion
Can I do the nuclear overhaul option on in my running game? console command? I prefer default option on as possible. It's what they call a startup setting. the game needs to restart to change it. So... turn it on from the main menu, let the game restart, then load your savegame. it may complain tha...
- Sun Jan 31, 2021 4:00 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 59
- Views: 26233
Re: [1.1] Bob's Mods: General Discussion
Bob's Metals, Chemicals and Intermediates Version: 1.1.2 Date: 06. 12. 2020 Changes: - Added Plutonium nucleosynthesis if nuclear overhaul is turned on. It's an annoying recipe that should help you get some plutonium without the need to use nuclear fuel. Hi, I updated my game to 1.1.19 stable. I th...
- Thu Jan 28, 2021 5:01 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 88
- Views: 19824
Re: [1.1] bugs and balance issues.
Steam just "force" updated me from 1.0 to 1.1.19. Getting the following mod incompatibilities message: Error loading mods Failed to load mods: Error while running setup for entity prototype "pump" (pump): next_upgrade target (bob-pump-2) must have the same fast_replaceable_group...
- Wed Jan 27, 2021 4:40 am
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 66607
Re: Bob's Mod Graphics Update Discussion
I mean, it looks good, but I don't know if I actually want to though. well, at least it was a fun experience with a grid of buttons and finding a blue button :) I did actually include red, green and blue buttons in my code, I've just never actually implemented them. Glad to hear you had fun though!
- Tue Jan 26, 2021 1:19 pm
- Forum: Bob's mods
- Topic: Bob's Mod Graphics Update Discussion
- Replies: 132
- Views: 66607
- Sat Jan 23, 2021 1:58 am
- Forum: Bob's mods
- Topic: Starting out with bobs mods.
- Replies: 2
- Views: 1907
Re: Starting out with bobs mods.
I've not played Krastorio. I kind of avoid it because of the way he changes things internally for no reason (EG, just renaming vanilla stuff, even though it changes nothing) to break other mods. I have been planning a few changes that I haven't gotten around to yet, like rewriting science packs. in ...
- Tue Dec 29, 2020 10:15 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 88
- Views: 19824
Re: [1.1] bugs and balance issues.
Hello, I'm having an issue with Bob's Mining on the new version. I have a Bob+Angel's world that I've been playing for about 20 hours now, but the last time I started it up, it said that all techs for higher tiers of drills were removed from the game, and all of my Electric Mining Drill 2's got rem...
- Fri Dec 18, 2020 10:07 pm
- Forum: Resolved Problems and Bugs
- Topic: [1.1.6] modded - blueprint flipping incorrectly handles inserters with adjusted pickup/drop vectors
- Replies: 3
- Views: 1883
- Thu Dec 17, 2020 3:44 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 88
- Views: 19824
Re: [1.1] bugs and balance issues.
Adjustable inserters don't seem to flip correctly, neither picup/dropoff orientation nor near-inserters: https://i.imgur.com/82gGHYc.png https://i.imgur.com/5Vzj8t6.png Note that fixed-orientation items (e.g because of pipe inputs) give a "this blueprint cannot be flipped" message. I'd sa...
- Sat Dec 12, 2020 11:51 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 88
- Views: 19824
- Mon Dec 07, 2020 12:14 am
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.5] Crash changing Spidertron fuel source (LogisticNetwork check fails)
- Replies: 2
- Views: 1373
Re: [1.1.5] Crash changing Spidertron fuel source (LogisticNetwork check fails)
Currently having dropbox space issues, so no savegame right now, but... get yourself my warfare mod , which needs my library mod , and that should give you the quick option in mod settings to give spidertron a fuel source (there's 5 spidertrons in total in the mod, spidertron and heavy spidertron us...
- Sun Dec 06, 2020 10:09 pm
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: General Discussion
- Replies: 59
- Views: 26233
Re: [1.1] Bob's Mods: General Discussion
The 1.1.2 update run. Yeah, everything changed to 1.1.2, even though some were previously 1.1.0, I've decided its easier that when I do large runs like this, I'm going to give them all the same number, the lowest next number in the list, at least as high as the current highest mod. EG, if library wa...
- Sun Dec 06, 2020 8:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Rseding91] [1.1.5] Crash changing Spidertron fuel source (LogisticNetwork check fails)
- Replies: 2
- Views: 1373
[Rseding91] [1.1.5] Crash changing Spidertron fuel source (LogisticNetwork check fails)
In the middle of working on a mod, so, savegame and mods are currently not available to share. However, I can walk you through the cause of the issue. 1. Mod a spidertron to require a burner fuel source. 2. In a game, fuel a spidertron. Add logistic request for that fuel. 3. Save and exit. 4. Remove...