Search found 192 matches

by OvermindDL1
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...
by OvermindDL1
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...
by OvermindDL1
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?
by OvermindDL1
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. :)...
by OvermindDL1
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...
by OvermindDL1
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...
by OvermindDL1
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 ...
by OvermindDL1
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...
by OvermindDL1
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?
by OvermindDL1
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...?
by OvermindDL1
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...
by OvermindDL1
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 ...
by OvermindDL1
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...
by OvermindDL1
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...
by OvermindDL1
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
by OvermindDL1
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. :-)
by OvermindDL1
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: ...
by OvermindDL1
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...
by OvermindDL1
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...
by OvermindDL1
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...

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