Search found 196 matches

by OvermindDL1
Sat Jul 16, 2016 6:56 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.4] Bob's Config mod
Replies: 67
Views: 62463

Re: [0.12.x][v0.12.4] Bob's Config mod

What is needed is for Factorio to give a Mod Configuration panel or so on the mods screen to allow a mod to offer configuration options or so, while also synchronizing those options from server->client.
by OvermindDL1
Sat Jul 16, 2016 6:54 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.6] Bob's Electronics
Replies: 191
Views: 139163

Re: [0.12.x][v0.12.6] Bob's Electronics

Passing thought, wonder if an event callback could unregister the original wood recipe when the synthetic is unlocked, then re-register it (maybe a tick later)....
by OvermindDL1
Sun Jul 03, 2016 4:36 pm
Forum: Releases
Topic: Version 0.13.4
Replies: 43
Views: 38569

Re: Version 0.13.4

For performance reasons: latency state blueprint building is automatically disabled if building blueprints with a combined total of more than 300 entities + tiles.
Can thus be elaborated in? In what precise situations will large blueprints be disabled?
by OvermindDL1
Wed May 18, 2016 7:44 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 593630

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

You can try with attached control.lua and see if it changes anything.
It's modified to make collectors check 6 times slower and pick up to 6 items per check.
It's mainly performance optimization (I'm using them with doubled radius also).

Nope, no change, the thing still won't work. Hate to be a ...
by OvermindDL1
Wed May 18, 2016 7:40 pm
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 12998

Re: [MOD 0.12.29+] OverMods - Useful Utilities


It was intentional as I consider armor equipment modules more powerful than stationary buildings.
electronic processing board is not a vanilla factorio item and OverMods has no dependencies except base.
Great catch! Forgot he replaced the old ones instead of just changed the images and such, new ...
by OvermindDL1
Tue May 17, 2016 12:59 am
Forum: Mods
Topic: [MOD 0.14+] OverMods - Useful Utilities
Replies: 13
Views: 12998

Re: [MOD 0.12.29+] OverMods - Useful Utilities

In terms of this license agreement...

This is sort of the reason behind a new system i am devising for the 0.13 mod portal.
More info to come, but ambiguity and disputes will be much more easy to deal with
Honestly I do not care what people do with it, just if it is distributed via the same name ...
by OvermindDL1
Tue May 17, 2016 12:57 am
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 593630

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Hate to be a nag again, but my artifact collectors just stopped working... new ones I place won't gather as well as old ones... it literally just stopped dead while I'm mid-battle turret creeping....
If you could send me a save with your mods I could look. That' be very helpful. I've never had it ...
by OvermindDL1
Sun May 15, 2016 9:06 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

I did a brief search and couldn't find anything, if it has been answered I apologize.

I am using Angels Processing, Ores as well as Refining, using BobsMods and RSO (For the patches of resources with some infinite in them.) The big issue I am having is, A LOT of the time I don't have any ...
by OvermindDL1
Tue May 10, 2016 12:52 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

Yuoki did not balance the mod around vanilla or to be a good addition to other mods, it is more like what he missed and wanted to have in the game and what he did with power generation and the other parts is pretty cool, but it has and is intended to have another feel than the base game.
For my ...
by OvermindDL1
Tue May 10, 2016 12:04 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

The mod is not designed to be used with Yuoki, it only generates its resources if you have it installed.

But, if you are missing a wood process then you should like Yuoki, becaue it has such a process.
Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and ...
by OvermindDL1
Mon May 09, 2016 8:40 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

The mod is not designed to be used with Yuoki, it only generates its resources if you have it installed.

But, if you are missing a wood process then you should like Yuoki, becaue it has such a process.
Yeah I noticed, Yuoki things on my test server is generating infinite wood right now (and ...
by OvermindDL1
Mon May 09, 2016 8:23 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

I'd say they should be the same, you can replace Bob's graphic with your own for the coloring aspect of it if you want.
The point is more that I want to use the powders later on for sinter processes, so they might change to have some "cleaning" processes between the ore and the powder. But that's ...
by OvermindDL1
Mon May 09, 2016 8:17 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 593630

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Latest version has a bug where it tries to do 'something' with a player while a player is dead. Did not capture the error message (sorry... >.>), but it had an invalid attempt accessing variable 'character' at the very least, while a player was dead. Probably missing an isvalid check somewhere.
Is ...
by OvermindDL1
Sun May 08, 2016 10:17 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

Just noticed, this mod adds a "Tungsten Powder" when Bobs Mods already has a "Powdered Tungsten". ^.^

Yeah I noticed that in my current game too, already changed all the powders item names to be angels-powdered-blabla, so that they are individual entities. Will dig in later to the question if ...
by OvermindDL1
Sun May 08, 2016 9:55 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 593630

Re: [MOD 0.12.x] Natural Evolution - All things Alien! - 5.2.2

Latest version has a bug where it tries to do 'something' with a player while a player is dead. Did not capture the error message (sorry... >.>), but it had an invalid attempt accessing variable 'character' at the very least, while a player was dead. Probably missing an isvalid check somewhere.
by OvermindDL1
Sun May 08, 2016 8:59 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

The Floatation Cell physics box is a bit large and extends past the graphical area, I.E., cannot fit between the corners of a floatation cell like we can most buildings unless a pipe is blocking, which it is not in this case.

EDIT0: Especially 'above' it, where it seems it has a bit of walking ...
by OvermindDL1
Sun May 08, 2016 8:38 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

Just noticed, this mod adds a "Tungsten Powder" when Bobs Mods already has a "Powdered Tungsten". ^.^
by OvermindDL1
Sun May 08, 2016 7:05 pm
Forum: Mods
Topic: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker
Replies: 224
Views: 178045

Re: [MOD 0.12.x] Science Overhaul Mod A.K.A Science Cost Tweaker

Nope, sorry.
Real life is currently slowing progress on the graphics quite severely.
All good, just making sure I did not grab the git module wrong and you were using LFS for files or something. :-)

Just wanted to say that the name and description for the new science packs are enjoyable to read ...
by OvermindDL1
Sun May 08, 2016 12:11 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem


You are right, with the crusher speed. The ratio is 1 crusher to 4 floatation. The crusher should be twice as fast as the floatation at the corresponding level. So 1.5, 2, 3 for the crusher, 0.75, 1, 1.5 for the floatation.
The refinery is already pretty late game, it should be 2 leaching plants ...
by OvermindDL1
Sat May 07, 2016 10:24 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3802
Views: 2213144

Re: [MOD 0.12.x][Base] Angels Processing and Angels PetroChem

FoundABug:
Ore Crusher Mk1 Crafting Speed 1.5
Ore Crusher Mk2 Crafting Speed 3
Ore Crusher Mk3 Crafting Speed 3
And the energy cost increases with each.

The Mk1's of the Sorting and Filtration and everything else is 0.75, which is half of 1.5, so it seems the Ore Crusher Mk1 and Mk2 are a tier too ...

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