Search found 151 matches
- Sun Jun 03, 2018 4:09 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
Re: [MOD 0.16] ShinyBobGFX
Hmm, I never killed the code for it. I'll take a look tonight.
- Tue May 22, 2018 12:37 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
Re: [MOD 0.16] ShinyBobGFX
New loader name is "basic-loader" ? I'll add tonight and update. For modifying my mod for your personal use in the meantime just add the following line into functions.lua. I'd say add it at line 239, but the only reason is just for organization. Could shove it with most of the other similar lines ...
- Sat May 05, 2018 11:32 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
Re: [MOD 0.16] ShinyBobGFX
But, I like the green so much.
- Thu Apr 19, 2018 3:21 am
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 69709
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?
- Sun Apr 15, 2018 7:28 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
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 ...
- Wed Apr 11, 2018 9:37 pm
- Forum: Mods
- Topic: [MOD 0.15.15+] FNEI Mod
- Replies: 129
- Views: 86876
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.
- Wed Apr 04, 2018 7:20 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
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 ...
The super sneaky squirrel pic (you burned it, right?) is meant to replace the bob-laser bot ...
- Wed Apr 04, 2018 5:47 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
Re: [MOD 0.16] ShinyBobGFX
Work in progress sneak preview. Super secret squirrel - burn after reading.
- Wed Apr 04, 2018 5:29 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
Re: [MOD 0.16] ShinyBobGFX
I blame ... someone other than me. Uploaded correct version as 0.16.18
- Fri Mar 30, 2018 6:21 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 504346
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 ...
Besides, not having the opportunity ...
- Fri Mar 30, 2018 4:51 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 504346
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 ...
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 ...
- Fri Mar 30, 2018 10:49 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
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.
Updated ShinyIcons as well to sort the renamed inserters and new belty bits.
- Sat Mar 17, 2018 3:41 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
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 ...
Obviously, I think you should use mine but that's up to you ...
- Sat Mar 17, 2018 1:23 am
- Forum: Bob's mods
- Topic: [1.1] Bob's Mods: Alternate Textures mod
- Replies: 17
- Views: 28026
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.
- Fri Mar 16, 2018 11:56 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
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 ...
- Fri Mar 16, 2018 3:24 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
Re: [MOD 0.16] ShinyBobGFX
New update - new GFX for inserters and yanked the pipes out because they now appear in Bob Logistics!
- Fri Mar 16, 2018 12:56 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 504346
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.
- Wed Mar 14, 2018 11:53 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 106691
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.
- Wed Mar 14, 2018 10:20 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 504346
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 ...
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 ...
- Tue Mar 13, 2018 3:58 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 504346
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 ...