Search found 254 matches
- Wed Dec 21, 2022 1:17 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 146674
Re: [MOD 1.1] Sea Block Pack 0.5.11
There are many different mods that add starting robots. None are included in the default mod pack. Just pick your favorite and enable it.
- Mon Dec 19, 2022 5:02 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 146674
Re: [MOD 1.1] Sea Block Pack 0.5.11
is it ok to update flib_0.10.1 > flib_0.12.3 helmod_0.12.9 > helmod_0.12.13 reskins-angels_2.1.3 > reskins-angels_2.1.5 reskins-bobs_2.1.3 > reskins-bobs_2.1.4 reskins-compatibility_2.1.2 > reskins-compatibility_2.1.5 reskins-library_2.1.3 > reskins-library_2.1.4 Yes, that's fine.
- Mon Dec 19, 2022 3:51 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 146674
Re: [MOD 1.1] Sea Block Pack 0.5.11
Easiest way of installing Sea Block is to enable Sea Block Pack mod from in game. The pack mod does nothing on it's own, just has all mods in the pack as prerequisites. This is the same list of mods as are included in the mega download. If you don't have FNEI enabled, then just enable it? I'm not su...
- Sun Dec 18, 2022 8:55 am
- Forum: Mods
- Topic: [MOD 1.1] Sea Block Pack 0.5.12
- Replies: 151
- Views: 146674
- Fri Dec 16, 2022 1:32 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1213052
- Mon Dec 12, 2022 8:43 pm
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 321
- Views: 152125
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
Are there any technical chance for that please make a method for have the list as textform or a picture or so. I love the calculator realy but this write per hand in excel for check what i have right now build and so - this steals a ton of time and its not realy a nice job to copy all in a table. F...
- Sun Dec 11, 2022 12:10 pm
- Forum: Technical Help
- Topic: Help needed automatically downloading mods when running angel's unit tests
- Replies: 1
- Views: 583
Re: Help needed automatically downloading mods when running angel's unit tests
Option 2 sounds the most useful! Especially if you can choose to run on dev branch. Ideally we want things tested before they are released.
- Thu Dec 08, 2022 10:51 am
- Forum: Modding interface requests
- Topic: Accidental Gloabals
- Replies: 2
- Views: 690
Re: Accidental Gloabals
I used this code to do the checks:
Code: Select all
setmetatable(_G, {
__newindex = function (_, n)
error("attempt to write to undeclared variable "..n)
end,
__index = function (_, n)
error("attempt to read undeclared variable "..n)
end,
})
- Thu Dec 08, 2022 10:45 am
- Forum: Modding interface requests
- Topic: Accidental Gloabals
- Replies: 2
- Views: 690
Accidental Gloabals
I was running a check on my mods, looking for variables that had accidentally been declared as globals. I found three in the base game: common\Factorio\data\core\lualib\util.lua -- This function takes 2 icons tables, and adds the second to the first, but applies scale, shift and tint to the entire s...
- Fri Nov 11, 2022 3:45 am
- Forum: Angels Mods
- Topic: Bugs & FAQ
- Replies: 3872
- Views: 1213052
- Thu Nov 10, 2022 10:12 am
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 12459
Re: Remove Expensive Mode
Have you guys never played Marathon or something? Just FYI, Marathon game mode uses expensive mode recipes and it's not a simple multiplier. The way the devs carefully handpicked the amount of ingredients for every recipe is pretty brilliant IMO. Yes, I have played Marathon. The changes that Expens...
- Mon Nov 07, 2022 7:07 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34704
Re: [1.1] bugs and balance issues.
There is nothing I can do about this. The dev for SE has specifically listed those mods as incompatible. It doesn't matter if they work or not, SE has blocked them.
Can you post a list of the mods you have enabled here please?
- Mon Nov 07, 2022 8:54 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34704
- Mon Nov 07, 2022 5:14 am
- Forum: Implemented in 2.0
- Topic: Remove Expensive Mode
- Replies: 35
- Views: 12459
Re: Remove Expensive Mode
Fully support! Ideally remove normal/expensive entirely. If not, some change would be very welcome! Release of Factorio 1.2 seems like the ideal time to do this. I've taken over maintenance of Bob's mods (as well as being dev for Sea Block). Bob's Library has some support for normal/expensive but it...
- Fri Oct 07, 2022 8:30 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34704
Re: [1.1] bugs and balance issues.
Stop modding for a bit and play the expansion of course! I've no idea what it entails so no mod specific plans regarding it.
- Fri Oct 07, 2022 7:27 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34704
Re: [1.1] bugs and balance issues.
Yes, that's right. Bob has mostly retired, just providing creative direction.RocketManChronicles wrote: βFri Oct 07, 2022 4:41 pmAlso, just to catch up, are you maintaining the mods in place of Bob?
I'm also the dev for Sea Block, Circuit Processing, and Landfill Painting mods (all by Trainwreck). I contribute to Angel's mods and Helmod.
- Thu Oct 06, 2022 11:47 am
- Forum: Mods
- Topic: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
- Replies: 321
- Views: 152125
Re: [MOD 0.14-1.0]Helmod: Assistant to plan its base.
First thing to notice: The input/outputs are all screwed up. Where does the H2 and O2 go? The electrodes and slag should be 0. Also the electrolyzers run at 0% but produce stuff? This is the recipe order bug in matrix solver that I was referring to earlier. There is no demand for any of the product...
- Thu Oct 06, 2022 11:24 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34704
- Thu Oct 06, 2022 11:20 am
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34704
Re: [1.1] bugs and balance issues.
Hi guys! Been a while since I have been on Bob's forums. But I have found a bug, I posted in Bob's Tech on the portal, but should also post here. I have found that many items, including some of the Bob's science packs (Automation and Logistic), do not use the higher tier assembling machines (tiers ...
- Wed Oct 05, 2022 6:52 pm
- Forum: Bob's mods
- Topic: [1.1] bugs and balance issues.
- Replies: 111
- Views: 34704
Re: [1.1] bugs and balance issues.
Hi guys! Been a while since I have been on Bob's forums. But I have found a bug, I posted in Bob's Tech on the portal, but should also post here. Yes, I saw that. Thanks. I've not had a chance to investigate the issue yet. I'll post a proper followup once I have. But fear not, your report has not g...