Search found 7351 matches
- Sat Jun 07, 2014 1:09 am
- Forum: Mods
- Topic: Bob's Electronic Circuits revamp (plan)
- Replies: 5
- Views: 10545
Bob's Electronic Circuits revamp (plan)
The idea in this instance is to use my Ores and Metals mods as a base to improve upon the Electronics progression, and chance recipe's where needed to use the apropriate intermediate item. This mod is still in the design phase, but I would like some feedback on the plan. Parts: Wooden Board x2 = Woo...
- Sat Jun 07, 2014 12:44 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
- Replies: 587
- Views: 286307
[0.12.x][v0.12.12] Bob's Metals, Chemicals and Intermediates
The idea of this mod is to be a foundation for my later mods, but also is to provide a system of aquiring the DyTech and F-Mod new metals without using the relatively unrealistic "Smelting with lava" method in DyTech, bringing most of the methods closer to reality. (F-mod did a fairly good...
- Fri Jun 06, 2014 7:30 pm
- Forum: Modding help
- Topic: Burner Assembler?
- Replies: 4
- Views: 1972
Re: Burner Assembler?
I tried that, it just smelts from the first inventory slot, and when that empties, the second shifts over to the first and is smelted.
I think that's the same as how multiple fuel slots work. (Like in the train)
I think that's the same as how multiple fuel slots work. (Like in the train)
- Fri Jun 06, 2014 7:11 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
I've been working on a few changes and additions to this mod, while working on parts of my main mod too. One of the changes I made in V0.5 is to prevent the new ores from spawning in the starting zone, but it still spawns as normal outside the starting zone, you just have to walk a bit, usually outs...
- Thu Jun 05, 2014 6:14 pm
- Forum: Modding help
- Topic: Burner Assembler?
- Replies: 4
- Views: 1972
Burner Assembler?
Burner Assembler... it's not actually what I want, I want an alloy smelter that takes more than 1 ingredient. EG Copper and Tin to make Bronze. but looking through the game, the only way to make a recipe in a building that requires more than one component is to class the building as an assembly mach...
- Mon Jun 02, 2014 12:14 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
sureYuokiTani wrote:can i use this mod as dependency to build my own smelting recipes and items beside DyTech & F-Mod ?
- Sun Jun 01, 2014 2:23 am
- Forum: Modding help
- Topic: upgrade inventory size via research.
- Replies: 2
- Views: 2184
Re: upgrade inventory size via research.
That looks like a very annoying solution indeed...
I think I'll pass on it for now, and perhaps ask the devs if it is possible to add a research type to increase inventory space.
I think I'll pass on it for now, and perhaps ask the devs if it is possible to add a research type to increase inventory space.
- Sun Jun 01, 2014 1:49 am
- Forum: Modding help
- Topic: upgrade inventory size via research.
- Replies: 2
- Views: 2184
upgrade inventory size via research.
what if I wanted to add a few levels of research that could give +10 or +20 per level to your inventory space, is there a way to do that? for example, I can just add more effects = { { type = "num-quick-bars", modifier = 1 } }, and effects = { { type = "character-logistic-slots",...
- Sun Jun 01, 2014 1:27 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
again, random. the map I'm playing, the entire start area was pasted with ores, mainly gold. but then i've barely seen it anywhere else.
I'll take a look at things for next release. I'm also considering changing the order of the richness values a bit.
I'll take a look at things for next release. I'm also considering changing the order of the richness values a bit.
- Sun Jun 01, 2014 12:39 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
I didn't change any values of Coal, it shouldn't have been effected. Are you sure it wasn't just a "Bad luck" spawn by random chance? I can change stone to be a bit less, but the main reason why I increased the size to be the same as the other base materials, was because Dytech's need for ...
- Thu May 29, 2014 12:39 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
Currently? None.Airat9000 wrote: Why the need for rutile? *
It is an ore for Titanium from F-Mod, but Like Lead in DyTech, apears to be unused.
- Wed May 28, 2014 12:24 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
0.4.2 is up, it changes stone, as well as other tweaks, list of changes on first post.
- Tue May 27, 2014 4:59 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
I Wouldn't really call stone a bug, it's programmed to be different in base game.
I will take a look at stone, change some numbers for it.
I will take a look at stone, change some numbers for it.
- Mon May 26, 2014 3:30 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
V0.4 spawns were broken, uploading V0.4.1, which should be much better.
- Sun May 25, 2014 10:49 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
smaller quantities, yes.
Anyway, V0.4 is uploaded on the first post.
Anyway, V0.4 is uploaded on the first post.
- Sun May 25, 2014 5:20 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
I've been trying to address the issue of some ores not apearing as often as they should. This is mostly caused by the negative effects they have on each other, so I removed these limitations from my ores. This was the result in the starting area. bobores overlapping.png There's Copper, Iron, Stone, ...
- Sun May 25, 2014 4:01 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
bug! in the generation of resources on the new map, if we assume a lot of tin Ore, Zinc Ore, Tungsten Ore, nowhere find gold, or 2 other resources .. is this normal? admissible if there is a resource in 3 large quantities otsalnye type 3 that I listed, I can not find .. then there are many 3 some r...
- Fri May 23, 2014 8:40 pm
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
Update posted, including Regenerated ores on old maps, tweaked spawn ratios, and now includes Bauxite!
- Fri May 23, 2014 8:31 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
Good to have additional ore bauxite and other types Bauxite was on my mind, but I thought I'd start with the 6 main DyTech ores. "dependencies": ["base", "? DyTech >= 1.0.0"] "base" means that the base mod HAVE TO be present ("hard" dependency). So ...
- Fri May 23, 2014 7:45 am
- Forum: Bob's mods
- Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
- Replies: 608
- Views: 370155
Re: Bob's Ore Mod.
Just add a dummy dependency to ensure you're applied after. "dependencies": ["base", "? DyTech >= 1.0.0"] Or whichever. The only problem with doing that is then this mod can only be used if DyTech is installed. I want to expand this as a dependancy for more mods I writ...