Search found 149 matches
- Mon Aug 28, 2017 1:06 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73691
Re: [MOD 0.15] ShinyBobGFX
Should all be fixed now in 0.15.26
- Sun Aug 27, 2017 11:43 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73691
Re: [MOD 0.15] ShinyBobGFX
That took some doing to recreate. It's a conflict with Laser Turret Range Upgrade somehow, but I'll fix when I figure out what's happening. Thank you for supplying your (rather large) modlist, I would have never recreated that crash without it.
- Tue Aug 22, 2017 8:57 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73691
Re: [MOD 0.15] ShinyBobGFX
I wonder how many people would even notice? Fair, I might not actually notice either. I'll still make it an option though, slightly more work but then it's reversible. The alternative texture mod I was referring to was https://mods.factorio.com/mods/Necriptos/bobmods_gfxtweak. They do some circuits...
- Tue Aug 22, 2017 11:47 am
- Forum: Angels Mods
- Topic: [0.15.x] Petrochem Plus
- Replies: 98
- Views: 58477
Re: [0.15.x] Petrochem Plus
Kinnom, I'm very happy that you've returned, your mod is a wonderful nightmare of pipe spaghetti that I need in my life. I see that the power penalty to Angels Electrolysers was intentional (and I think I get why now), could you also penalize the bob's electrolysers by the same factor in future upda...
- Tue Aug 22, 2017 10:55 am
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73691
Re: [MOD 0.15] ShinyBobGFX
Thank you for the praise and feedback. Getting feedback is like pulling teeth sometimes. I will agree that I don't love the pattern breaking of the belts with the shiny colour progression. The problem I'm used to the existing colours and reversing them feels odd, very similar to the changing of the ...
- Fri Jul 28, 2017 9:17 am
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47739
Re: [0.15.x] ShinyAngelGFX
Finally got around to chem factories. Moved the storage-tank-2 -3 and -4 to the same tab as Angel's storage tanks as well.
- Sun Jul 23, 2017 9:45 pm
- Forum: Angels Mods
- Topic: Full Angels+Bobs rocket cost
- Replies: 8
- Views: 4921
Re: Full Angels+Bobs rocket cost
Please keep updating as you go, it's interesting to see someone else's approach. Do you use PetroChemPlus as well or no? I also avoid venting, the challenge of trying to use all the byproducts is 1/2 the fun. The headaches I was refering to was things like stone/slag which have like 4 paths, or choo...
- Sat Jul 22, 2017 9:40 pm
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47739
Re: [0.15.x] ShinyAngelGFX
Doing the chem factories is the top of my list. Gotta decide whether to tint like the oil refinery or use an overlay like bob does now. Gotta start from scratch regardless as bob's overlay is low res scaled up. Either way, you'll probably get them tomorrow. Thanks for the quick test.
- Sat Jul 22, 2017 8:31 pm
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47739
Re: [0.15.x] ShinyAngelGFX
Alright, uploading a new version now. It adds options for the colored icons and the colored bars that I'm fond of. petro.JPG If you shut off the bars, you get just the colored icon. If you shut off the icon, you get the bars on top of the default icon. If you shut off both, you get the default icon ...
- Sat Jul 22, 2017 7:03 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387003
Re: Development and Discussion
Agreed, burning things generates pollution. I think you misunderstood me though. What I was saying was basically: Real life - something consuming electricity doesn't make pollution as a direct result of consuming the electricity ( the generation of power someplace else might ). In-game - things gene...
- Sat Jul 22, 2017 6:26 pm
- Forum: Angels Mods
- Topic: Full Angels+Bobs rocket cost
- Replies: 8
- Views: 4921
Re: Full Angels+Bobs rocket cost
Good luck. Share when you're done if you can. Having done something along the same lines (but much smaller in scope) I would highly suggest you figure out your personal game rules first. - willing to vent excess liquids/gases? - willing to warehouse/burn massive amounts of stone/slag/unwanted ore? -...
- Sat Jul 22, 2017 5:34 pm
- Forum: Angels Mods
- Topic: Full Angels+Bobs rocket cost
- Replies: 8
- Views: 4921
Re: Full Angels+Bobs rocket cost
It's very time consuming to figure out what you want since there are so many sources of various things depending on how you organize your factory. Do you go for the best recipes and vent/burn excess? Do you refuse to void/clarify/flarestack anything ever? Helmod is indeed your best option short of m...
- Sat Jul 22, 2017 4:41 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1387003
Re: Development and Discussion
Electric boiler have pollution 22.2? Really? Do you have trouble breathing from all the pollution The electric boiler may generate a little too much pollution for what it does. The mk1 boiler generates 0.46 pollution per water and the electric 0.66 (plus it consumes power) but it's not exactly a pr...
- Sat Jul 22, 2017 3:43 pm
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1217627
Re: Bugs & FAQ
My magic 8-ball tells me that condensed water might be a thing in the future. Washing plants will use it instead of regular water.
- Fri Jul 21, 2017 8:05 am
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47739
Re: [0.15.x] ShinyAngelGFX
Help . Angel uses an override function he calls in data-final-fixes to set the icons for the chem plant and oil refinery mk1. This appears to occur AFTER my changes in my own data-updates.lua so it overwrites anything I do to those specific icons. Short of putting my own changes in my own data-fina...
- Thu Jul 20, 2017 8:20 am
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47739
Re: [0.15.x] ShinyAngelGFX
The duplicate images OR extra-bits from next image isn't something I've run into with my recent messing around (limited). Actually, I just loaded up my main save and my test save and I can't reproduce the issue at all with your latest releases. That's really strange. It's something I'm actively watc...
- Thu Jul 20, 2017 6:41 am
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47739
Re: [0.15.x] ShinyAngelGFX
I've actually been playing with the idea of something like this: crackers.JPG The blue is hard to see for some reason, and the blue and purple cover too much up. But it's this type of set where I think having the buildings colored might be redundant. Maybe a line along the side might be better. crac...
- Thu Jul 20, 2017 2:27 am
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47739
Re: [0.15.x] ShinyAngelGFX
The icons are absolutely off but they are a side effect of the recent updates Angel made. I hadn't caught that one myself but I'll fix when I can. Still debating whether to use the (I, II, III, IV) scheme instead of colored icons or in addition to ..
- Sun Jul 16, 2017 6:54 am
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47739
Re: [0.15.x] ShinyAngelGFX
Pushed a new release to use Angel's new building. It's like 20MB bigger because I haven't been able how to make the 'stripe' thing that Angel used to work with layers yet, I'm sure it's possible but I'm also not very bright. Once I figure it out I'll upload another smaller version. I'm also not comp...
- Sat Jul 15, 2017 9:33 am
- Forum: Angels Mods
- Topic: [0.17.x] ShinyAngelGFX
- Replies: 91
- Views: 47739
Re: [0.15.x] ShinyAngelGFX
Not me this time. That's a bug in baseline Angel's petrochem, it's only for the Mk2, 3 and 4 small gas refineries. You can change the shift values for the later versions (lines: 173,182, 283, 292, 393, 402) to: shift = {2, -2.5}, in /prototypes/buildings/gas-refinery.lua and that should fix it. EDIT...