Search found 149 matches

by Zombiee
Sat May 05, 2018 11:32 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

But, I like the green so much.
by Zombiee
Thu Apr 19, 2018 3:21 am
Forum: Angels Mods
Topic: [0.17.x] ShinyAngelGFX
Replies: 91
Views: 47505

Re: [0.16.x] ShinyAngelGFX

With the recent update finally coloring Algae farms, I think I've got every Angel building where coloring is appropriate. So, I'm starting a new 'to-do' list of buildings that I should redo because they're sloppy. Anything jump out at anyone else?
by Zombiee
Sun Apr 15, 2018 7:28 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

Thanks for the report. Uploading fix now. Though ShinyIcons is not really a help to have in an Angel only game. It will stretch out the production,logistic and warfare tabs oddly since it's expecting there to be more than one power pole (for example). About the only good thing it does for an Angel o...
by Zombiee
Wed Apr 11, 2018 9:37 pm
Forum: Mods
Topic: [MOD 0.15.15+] FNEI Mod
Replies: 129
Views: 59389

Re: [MOD 0.15.15+] FNEI 0.1.5

Is there any easy way to allow 0.1.x generation of mods to function in sandbox mode? 0.0.17 worked flawlessly there, but the newer version is unresponsive to clicks on recipe icons in sandbox mode. It works well in normal play, just very frustrating to lose the mod when swapping to sandbox.
by Zombiee
Wed Apr 04, 2018 7:20 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

Hey thanks, I appreciate that. Though to be fair, the modders of this community are pretty amazing as a whole. The volume and tone of feedback that some modders deal with and still stay civil is impressive. The super sneaky squirrel pic (you burned it, right?) is meant to replace the bob-laser bot. ...
by Zombiee
Wed Apr 04, 2018 5:47 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

Work in progress sneak preview. Super secret squirrel - burn after reading.
combot.JPG
combot.JPG (15.76 KiB) Viewed 8273 times
by Zombiee
Wed Apr 04, 2018 5:29 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

I blame ... someone other than me. Uploaded correct version as 0.16.18
by Zombiee
Fri Mar 30, 2018 6:21 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324257

Re: [0.16.x] Bob's Mods: General Discussion

In my defense, the new code I made for the new tiers of inserters is the only place I neglected to do that check. The belt renaming didn't break my mod to the point where it didn't load, though it did disable my overwriting of your hr-belt graphics with my own. Besides, not having the opportunity to...
by Zombiee
Fri Mar 30, 2018 4:51 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324257

Re: [0.16.x] Bob's Mods: General Discussion

I can shed some light on the angelsbioprocessing error. Bio proc requires steel pipe do exist, but doesn't have a hard dependency on bob-logistics. One or the other should probably change, but that mod is alpha already. Regardless, that error pops up when you have angelbioproc ENABLED and bob-logist...
by Zombiee
Fri Mar 30, 2018 10:49 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

New update to deal with the name changes in logistics. I think I made it backwards compatible AND stable for all option combinations but please let me know if something is odd or broken.

Updated ShinyIcons as well to sort the renamed inserters and new belty bits.
by Zombiee
Sat Mar 17, 2018 3:41 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

No problem and it's a common thing that happens. I don't want to introduce something that means your game won't load with both but I have added a console warning on loading a game if you have duplicate mods. I hope it's not too annoying. Obviously, I think you should use mine but that's up to you. I...
by Zombiee
Sat Mar 17, 2018 1:23 am
Forum: Bob's mods
Topic: [1.1] Bob's Mods: Alternate Textures mod
Replies: 17
Views: 21943

Re: [0.16.x] Bob's Mods: Alternate Textures mod

Welcome back! I ended up doing my own recolor of robots and ammo bits but clearly took inspiration from yours. I look forward to any further changes you may make.
by Zombiee
Fri Mar 16, 2018 11:56 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

That's both my fault and not my mod erroring. You have ShinyBobGFX which is mine and changes entities and icons. In this case the stack inserter icon image is a larger png and scaled down. You ALSO have ShinyBob_Icons which is not mine. My guess is that mod is loading after mine, trying to change th...
by Zombiee
Fri Mar 16, 2018 3:24 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

New update - new GFX for inserters and yanked the pipes out because they now appear in Bob Logistics!
by Zombiee
Fri Mar 16, 2018 12:56 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324257

Re: [0.16.x] Bob's Mods: General Discussion

Who's excited? I'm excited! Gonna build a castle out of pipes and dance inside.
by Zombiee
Wed Mar 14, 2018 11:53 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

Groovy. I finished up the icons and low res, so will probably update tonight assuming it doesn't crash everything. Still debating making it an optional thing.
by Zombiee
Wed Mar 14, 2018 10:20 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324257

Re: [0.16.x] Bob's Mods: General Discussion

Numbers: Red belt = 4 steel gears and 4 bearings. (plus previous tier and bronze) That's 5 (4.66) steel from the bearings and 4 steel from the gears. At your 5:1 that's 43.3 iron Old recipe for red belt was 5 gears (10 iron) For comparison - yellow went from 3 iron -> 2 belt to 4 iron + tin -> 1 bel...
by Zombiee
Tue Mar 13, 2018 3:58 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324257

Re: [0.16.x] Bob's Mods: General Discussion

For what it's worth, I like the tin plates needed for belts. Since changing the science pack to need T0 belts was already made, making the labs require the same instead of the yellow seems to go hand in hand. That also should solve any compatibility issues with Angel's. Even if you want to avoid han...
by Zombiee
Mon Mar 12, 2018 12:19 pm
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 324257

Re: [0.16.x] Bob's Mods: General Discussion

I feel awkward posting shameless self promotion here. But your comment mrvn is the exact reason I made this mod so ... I'm sorry?

https://mods.factorio.com/mod/ShinyIcons - changes no graphics, just move icons around in the crafting menu.
Screenshots
by Zombiee
Mon Mar 12, 2018 10:36 am
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 73304

Re: [MOD 0.16] ShinyBobGFX

So .. I fiddled some with the new (and now optional) Bob's tiers of inserters. Here's is my first pass, I'm hoping for some feedback before I make you use them. =]

The darker are normal inserters and the bright are filter. Rows are tiers if you haven't played with the new logistics yet.

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