Search found 192 matches
- Wed Apr 13, 2016 12:13 am
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425109
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.10
So... I am unable to put tracks and signals and train stops in a blueprint, grepped my mods and the only mod that touches any of those is Natural_Evolution_Enemies via: data-updates.lua: Biters_Dont_Attack(data.raw["curved-rail"]) data-updates.lua: Biters_Dont_Attack(data.raw["straigh...
- Mon Apr 11, 2016 6:46 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1380203
Re: [MOD 0.12.x][Bobs][Base] Angels Processing
@OvermindDL1 Thanks for the heads up. The thingy with the cobalt is an oversight, will rework the processing part next on when I finish on the current mod im working on. There should be a recipe for lead in there, maybe forgot to include the technology if it isn't. Ah it might be the technology the...
- Fri Apr 08, 2016 4:13 pm
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1380203
Re: [MOD 0.12.x][Bobs][Base] Angels Processing
Also, no receipe for lead and silver in the angel processing?
- Wed Apr 06, 2016 3:16 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Launch Control - Automatic Rocket Launching
- Replies: 27
- Views: 44224
Re: [MOD 0.12.5+] Launch Control - Automatic Rocket Launching
I get this error when generating a new map with this installed. Did you try the unofficial update MrDoomah posted one post before yours ? Nope because that post gives me absolutely no idea what has been changed, and why. And since nobody else had posted the same error message, I thought I would. :)...
- Tue Apr 05, 2016 2:45 am
- Forum: Angels Mods
- Topic: Development and Discussion
- Replies: 3782
- Views: 1380203
Re: [MOD 0.12.x][Bobs][Base] Angels Processing
How do you get powdered cobalt for the blue alien science recipe? To get it, it requires Processed Cobalt Ore, which requires Cobaltite, which is not enabled by default (nor enabled here since we get cobalt oxide from copper). It seems there needs to be some path from the cobalt-oxide-from-copper pr...
- Mon Apr 04, 2016 8:24 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Item Collectors
- Replies: 36
- Views: 44103
Re: [MOD 0.12.x] Item Collectors
From point of game perfomance (in multiplayer): Is it better to use Item Collector or field of vanila belts to collect monster drops? Fields of belts. At least until 0.13. What would change in 0.13? Luajit is not on the list in last FFF - is it still on the list? Probably new events. I have another...
- Mon Apr 04, 2016 7:47 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425109
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5
I have a game with 2 days of play in it and the artifact collectors have stopped working, they do not gather artifacts, they just seem to act like normal logistics chests now. Nothing in the log. I made a new type of collector, does not magically teleport items. I do need a new graphic, it is just ...
- Mon Apr 04, 2016 2:44 am
- Forum: Mods
- Topic: [MOD 0.14+] OverMods - Useful Utilities
- Replies: 13
- Views: 10434
[MOD 0.14+] OverMods - Useful Utilities
OverMods - Useful Utilities Name: OverMods Version: 0.0.4 Factorio-Version: 0.12.29+ Description: Adding various 'missing' parts for larger packs that tend to work around Bob's mods, generally uses scripting, does not require Bob's mods or any other mods and is quite useful on its own. License: Per...
- Sat Apr 02, 2016 1:04 am
- Forum: Mods
- Topic: [MOD 0.12.35] Logistics Railway 1.0.8
- Replies: 87
- Views: 63629
Re: [MOD 0.12.29] Logistics Railway 1.0.5
Awesome rails, but any chance on making them more expensive, at least some higher level circuitry or a logistics chest (although I guess the inventory disappears, meh)? And in turn having them drop themselves instead of dropping a normal rail or is this caused by a Factorio limitation?
- Fri Mar 25, 2016 5:57 pm
- Forum: Fentus Challenge & Tool Mods
- Topic: [0.12.x] DirtyOre [1.1.2]
- Replies: 4
- Views: 6170
Re: [0.12.x] DirtyOre [1.1.2]
Any chance on dynamically adding support for any ores such as added by mods, or at least support Bob's Ores?
What specifically did you change as well? Did you make the ores infinite but give out dirty? Did you make a new mining patch per ore that is infinite but gives out dirty? Etc...?
What specifically did you change as well? Did you make the ores infinite but give out dirty? Did you make a new mining patch per ore that is infinite but gives out dirty? Etc...?
- Tue Mar 15, 2016 7:34 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 134537
Re: Friday Facts #129 - The late game
they are different lengths when vertical and horizontal. It is a fairly easy fix, mods have done it, but it needs to be done in vanilla itself. That's not an easy fix, and you can't create a mod to fix it. You would also need the source model to re-render all train sprites. Which the devs have, and...
- Tue Mar 15, 2016 7:22 pm
- Forum: News
- Topic: Friday Facts #129 - The late game
- Replies: 273
- Views: 134537
Re: Friday Facts #129 - The late game
I do not agree with extra dirty ore from miners of the same zones, rather I would have a new resource that looks like a cracked ground or so that you could only build something like a Deep Ore Miner on and it extracts dirty ore from there, infinitely and increasingly slowly, ala Oil. Put one in the ...
- Fri Feb 26, 2016 9:25 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
- Replies: 224
- Views: 133606
Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
@Madd_Mugsy That is bizarre. I'll retest that, it should be fine with it in 0_initial. Thanks for the bug report. The file tweaks/bobsmods/2_final.lua contains: bobIsAbout = true if (data.raw["item"]["resin"] == nil or data.raw["item"]["glass"] == nil or data...
- Fri Feb 26, 2016 9:15 pm
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 131447
Re: [MOD 0.12.22] ExtraChests v0.1.2
Found error on load: Error Util.cpp:49: Error while loading entity prototype "radar-mk3" (radar): conversion of data to type "j" failed Never encountered that issue before :-( Would you be able to tell me more about your setup, what other mods do you use? A full list would be ni...
- Sun Feb 21, 2016 4:42 am
- Forum: Mods
- Topic: [MOD 0.16.x] ShinyBob_0.16.x
- Replies: 264
- Views: 131447
Re: [MOD 0.12.22] ExtraChests v0.1.2
Found error on load:
Code: Select all
Error Util.cpp:49: Error while loading entity prototype "radar-mk3" (radar): conversion of data to type "j" failed
- Sat Feb 20, 2016 11:40 pm
- Forum: Mods
- Topic: [0.12.22] BigBob 0.1.0 - extra tier of bobs warfare
- Replies: 2
- Views: 6516
Re: [0.12.22] BigBob 0.1.0 - extra tier of bobs warfare
You should probably have this moved to the Bob's Mods forum area, it is for submods for Bob's Mods too and would be more visible.
- Sat Feb 20, 2016 10:10 pm
- Forum: Mods
- Topic: [MOD 0.12.x] Autofill
- Replies: 293
- Views: 225835
Re: [MOD 0.12.x] Autofill
No clue if it works (I.E. Untested), but I made/added a bob-items.lua in settings and added it to control.lua via loader.extendItemArray (and commented out the other two as it looks like they would overwrite it based on how loader is programmed...) so as to add bobsmods ammo if anyone wants it too: ...
- Sat Feb 20, 2016 7:54 pm
- Forum: Mods
- Topic: [MOD 1.1] Natural Evolution - All things Alien!
- Replies: 851
- Views: 425109
Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.0.5
When a spawner dies the mod iterates all players and sends all nearby biters to said players to them. Thus when any player blows up a biter, all other players get swarmed as well, no matter where they are. Shouldn't it be getting the area around the spawner that was blown up instead of iterating all...
- Sat Feb 20, 2016 7:49 pm
- Forum: Bob's mods
- Topic: [MOD 0.12.18] OverBobs - Bob's mods add-on mod
- Replies: 8
- Views: 19438
Re: OverBobs - Bob's mods add-on mod
The item collection feature is great, it definitely beats the other item-collector mods in terms of performance, since this mod doesn't rely on the "on_tick" method. :) However, in your control.lua I noticed: script.on_event(defines.events.on_sector_scanned, function(event) if true or eve...
- Fri Jan 01, 2016 4:55 am
- Forum: Bob's mods
- Topic: [MOD 0.12.18] OverBobs - Bob's mods add-on mod
- Replies: 8
- Views: 19438
Re: OverBobs - Bob's mods add-on mod
Ahh, fair enough. It might be worth-while to release what you've got so far as a stand-alone mod. I'm currently using it and absolutely love it. :D I've knocked together 2 additional tiers, ramping up from 32 to 64 and 128, increasing power requirements along the way. I'm using a ton of mods that a...