Search found 149 matches

by Zombiee
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 ...
by Zombiee
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 ...
by Zombiee
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...
by Zombiee
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...
by Zombiee
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...
by Zombiee
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...
by Zombiee
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.
by Zombiee
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 ...
by Zombiee
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...
by Zombiee
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 ...
by Zombiee
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 ...
by Zombiee
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.
by Zombiee
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.
by Zombiee
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.
by Zombiee
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.
by Zombiee
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...
by Zombiee
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.
by Zombiee
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...
by Zombiee
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?
by Zombiee
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.

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