Search found 149 matches
- Mon Mar 12, 2018 5:39 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325461
Re: [0.16.x] Bob's Mods: General Discussion
I'm pretty sure the fusion cell is just a smaller less efficient version of the reactor. So, more customization of the grid. That and the large one doesn't fit in mk1 grids at all. I'm believe Bob talked about the belts in the feedback thread. The derpy slow belt allowed him to increase the cost of ...
- Sun Mar 11, 2018 3:33 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325461
Re: [0.16.x] Bob's Mods: General Discussion
Bob - tiny bug report, the base of the red stack inserter uses the blue platform instead of a red one. ---- Mobius - I've read your post many times and am still not following what you're saying. I'm assuming you're talking about a modification of my powerbars concept. I'm guessing you were thinking ...
- Sat Mar 10, 2018 10:16 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325461
Re: [0.16.x] Bob's Mods: General Discussion
Quick feedback The button - I love it, add an option so others can hide it, but I love the button. The inserter tiers - I need time to play with them to decide how I feel. Right now they're new and scary. The colors are an issue though, running around you tend to carry a full load of whatever tier i...
- Fri Feb 16, 2018 11:31 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.16] ShinyBobGFX
That would be ... hard. Not impossible though. Current color progression is (grey)-yellow-red-blue-purple-(green) and that carries across ShinyBobGFX/ShinyAngelGFX as well as a couple of other mods. But I agree, there can be an awful lot of purple in a late game base. I'm curious, what color progres...
- Sat Feb 10, 2018 1:50 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.16] ShinyBobGFX
Whew - I love feedback but that is a lot in one big dose. =] I'm not sure what to do with some things whether it's useful or annoying. Please, share thoughts on them: Combat tab: The combat tab is a mess, but I have it 1/2 done already in terms of sorting things in a reasonable manner. I keep tweaki...
- Sun Feb 04, 2018 9:49 pm
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47662
Re: [0.16.x] ShinyAngelGFX
Django - that was enough info thanks. Issue 1 - Refining 0.9.8 has a -1 where it needed a 1 to make that output pipe work on the leaching plant. So that's an Angel problem, but he already fixed it in refining 0.9.9, so update Angel's refining. Issue 2 - My fix copied the fluidbox info from 0.9.8 and...
- Thu Feb 01, 2018 9:40 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.16] ShinyBobGFX
Just to make sure I understand what this is doing: When I create a new picture set ICONS, I should clear the old definition so that dynamic mods don't find it by accident? Makes sense, I'll make the change and include in the next update. Thanks for the tip.
- Sat Jan 20, 2018 4:30 pm
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47662
Re: [0.16.x] ShinyAngelGFX
Thanks for the heads up nastyslave. I thought I had run all the graphics I fiddled with through pngquant (possibly at a lower compression than you did) but it's pretty clear I must have missed some, the strand casting machine for sure. I'm ashamed now at how sloppy the liquifier is and will fix for ...
- Fri Jan 19, 2018 3:52 pm
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47662
Re: [0.16.x] ShinyAngelGFX
Uhh, oops? I'll have to take a swing through my code and make it so that can't happen again, but update is up now so that specific one should work. Thanks for the bug report and finding the problem for me Irwon. I have some time again so updated colorations should be soon and I can glance at the cod...
- Thu Dec 28, 2017 8:32 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.16] ShinyBobGFX
Lines are 10 long at max, so the logistic line of chests is full. I guess I could put at the top with basic chests, though it doesn't make sense as it's not a chest really. I'll pick something and 50% will hate it. =] Next release will have the void/lootchests/beltbuffer moved. I seem to recall not ...
- Thu Dec 28, 2017 8:14 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.16] ShinyBobGFX
Thanks for the bits. The void and loot chest are from what mod? I can move them to the chest line. Belt buffer, will move to either chests or belts. Is there only the 1 tech level? Bot replacer, I'll move somewhere. Probably beside landfill, maybe into the bot tab? The YARM monitor is alone because ...
- Fri Dec 22, 2017 8:45 pm
- Forum: Mods
- Topic: [MOD 0.15] SmartTrains 2.0.5
- Replies: 608
- Views: 298897
Re: [MOD 0.15] SmartTrains 2.0.5
Any plans to update this for 0.16? I expect it's probably going to be a headache with the changes so I'm very much NOT asking for an eta, just a note that you do plan on updating it or not. Merry Xmas.
- Thu Dec 21, 2017 8:13 am
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47662
Re: [0.15.x] ShinyAngelGFX
0.16 update is out for those who like it. New buildings are on the to do list as well as some minor issues but 99% of what worked before still works.
- Wed Nov 29, 2017 7:13 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.15] ShinyBobGFX
Uploading new version now, only ended up changed the color a little on three of the five. Hope you like.
- Mon Nov 27, 2017 10:27 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.15] ShinyBobGFX
That's an incredible amount of work, thank you for them. I WILL be stealing them. Just need to change to colours of my low res and your hi-res a little so they're consistent. Mine have always been too bold on assemblers but I might need to tweak yours to be a little less faded.
- Wed Nov 22, 2017 11:29 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.15] ShinyBobGFX
As the the chests, it's certainly possible that ShinyBob added them originally. But, I'm trying to limit this mod to graphical/icon changes only. No added items so I don't have any plans to add them in. ShinyIcons will happily sort someone else's chests if someone wants it done though. As for your c...
- Thu Sep 28, 2017 11:14 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.15] ShinyBobGFX
I dunno. I remember them existing, but I don't have them in any of my games. Tell me what mod adds them so I can find the internal name and I'll happily sort them to be with the iron and steel.
- Sun Sep 17, 2017 3:22 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.15] ShinyBobGFX
I'll have to think on the greenhouse thing, I kept it separate because it looks like a lab but isn't one. I will think about moving it though. Currently that line is a placeholder for solo buildings that don't fit elsewhere (Greenhouses, compression factory, fuel processor, distillery) maybe I can s...
- Sun Sep 17, 2017 2:41 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.15] ShinyBobGFX
Seems I'd forgotten they existed, ditto the air pumps. I'll move them to be together just after the pumpjacks. What's the purple thing that's there?
- Sun Sep 17, 2017 8:58 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73558
Re: [MOD 0.15] ShinyBobGFX
I rewrote the entire thing from scratch for 15.2 so ... =]
Regardless, thanks for the report and I hope you like it. Uploading version 15.4 tonight.
Regardless, thanks for the report and I hope you like it. Uploading version 15.4 tonight.