Search found 309 matches
- Sun Sep 17, 2017 8:51 pm
- Forum: Resource Spawner Overhaul
- Topic: How to reduce forest generation?
- Replies: 5
- Views: 2691
Re: How to reduce forest generation?
I use Fewer Trees. Just set the value of reduction you want for trees, also for rocks, at generation.
- Sun Sep 17, 2017 4:37 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73596
Re: [MOD 0.15] ShinyBobGFX
Ah ok, didn't know that with the placeholder line. Sounds good to me with the alien wall plate. you need these purple plates to actually build the alien wall, which are then in the military compartment.
- Sun Sep 17, 2017 2:46 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73596
Re: [MOD 0.15] ShinyBobGFX
The lonely purple plate is alien-bioconstruct from Alien-wall mod.
Is it possible to put the greenhouse next to the other labs?
Is it possible to put the greenhouse next to the other labs?
- Sun Sep 17, 2017 1:38 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73596
Re: [MOD 0.15] ShinyBobGFX
No problem at all. I'm enjoying your mods a lot, fantastic job!
I found a little thing in 15.4 - see in picture, the pumps are all at the end.
I found a little thing in 15.4 - see in picture, the pumps are all at the end.
- Sat Sep 16, 2017 7:22 pm
- Forum: Bob's mods
- Topic: [MOD 0.18] ShinyBobGFX
- Replies: 141
- Views: 73596
Re: [MOD 0.15] ShinyBobGFX
Here's my log-file. Must be something you changed in this version, because in 0.15.1 it worked with same mods.
- Sat Aug 19, 2017 1:54 pm
- Forum: Ideas and Suggestions
- Topic: Behemoth worms?
- Replies: 9
- Views: 3708
Re: Behemoth worms?
You guys should try 5Dim's mod and enable the experimental enemies.
Don't forget an extra underpant.
Don't forget an extra underpant.
- Wed May 24, 2017 9:06 am
- Forum: Mods
- Topic: [MOD 1.0] Alien walls [0.9.5]
- Replies: 103
- Views: 64959
Re: [MOD 0.14.x] Alien walls [0.4.4]
Hey everyone, I've updated Alien walls for 0.15 and fixed some locales and the wire problem with the gates. I also adjusted the tech a bit.
All credit of course to the mod creators!
All credit of course to the mod creators!
- Fri Apr 28, 2017 5:35 pm
- Forum: General discussion
- Topic: Dual install on single machine (0.14/0.15)
- Replies: 4
- Views: 1605
Re: Dual install on single machine (0.14/0.15)
As Koub already said, using the zip versions is perfect for that.
I have one for 0.12 when I want to play a good old Dytech round, 0.14 with Bob's Mod and the latest 0.15 for Vanilla to enjoy all the new goodies.
For backup i just save the mods-, save- and config-folder beside the zips.
I have one for 0.12 when I want to play a good old Dytech round, 0.14 with Bob's Mod and the latest 0.15 for Vanilla to enjoy all the new goodies.
For backup i just save the mods-, save- and config-folder beside the zips.
- Thu Apr 27, 2017 9:13 pm
- Forum: Releases
- Topic: Version 0.15.3
- Replies: 58
- Views: 38200
Re: Version 0.15.3
Thank you guys, no more picture problems
- Thu Apr 27, 2017 4:17 pm
- Forum: Show your Creations
- Topic: Bizarre Factory
- Replies: 2
- Views: 2153
Re: Bizarre Factory
I see something else...
- Thu Apr 27, 2017 12:01 am
- Forum: Resolved Problems and Bugs
- Topic: [15.0][HanziQ]File not found:: __base__/graphics/entity/pipe/steam.png
- Replies: 13
- Views: 5313
Re: [15.0] File not found:: __base__/graphics/entity/pipe/steam.png
I found out that both pictures, hr-steam.png and steam.png, are the only pictures with attributes. Not sure if that even helps but I wanted to let you know.
- Wed Apr 26, 2017 2:17 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.0][HanziQ]File not found:: __base__/graphics/entity/pipe/steam.png
- Replies: 13
- Views: 5313
Re: [15.0] File not found:: __base__/graphics/entity/pipe/steam.png
Picture from zip-folder.
- Wed Apr 26, 2017 1:59 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.0][HanziQ]File not found:: __base__/graphics/entity/pipe/steam.png
- Replies: 13
- Views: 5313
Re: [15.0] File not found:: __base__/graphics/entity/pipe/steam.png
I use 7-zip. I did same like you, download zip from website, unzip it and start it just normal. The steam.png is in the folder, just it tells me it can't find it. Then when I replace it with the pic from Steam it works. I'm using Avast Antivirus, but there's no problem with it.
- Wed Apr 26, 2017 12:33 am
- Forum: Resolved Problems and Bugs
- Topic: [15.0][HanziQ]File not found:: __base__/graphics/entity/pipe/steam.png
- Replies: 13
- Views: 5313
Re: [15.0] File not found:: __base__/graphics/entity/pipe/steam.png
Just downloaded the latest zip and tried it out. I'm getting the same error message again and the game crashes.
edit: As soon as I replace the picture again with the one from the Steam-folder, it just works fine. Maybe I send you my picture!?
edit: As soon as I replace the picture again with the one from the Steam-folder, it just works fine. Maybe I send you my picture!?
- Mon Apr 24, 2017 11:46 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.0][HanziQ]File not found:: __base__/graphics/entity/pipe/steam.png
- Replies: 13
- Views: 5313
Re: [15.0] File not found:: __base__/graphics/entity/pipe/steam.png
Quick note: the problem still exists in 0.15.01 ZIP-version for Windows. Then I tried out the Steam version, which immediately started without problems. Then I copied that steam.jpg from my Steam-folder to the folder in my ZIP-version.
and tadaa now it also works.
and tadaa now it also works.
- Mon Apr 24, 2017 7:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [15.0][HanziQ]File not found:: __base__/graphics/entity/pipe/steam.png
- Replies: 13
- Views: 5313
[15.0][HanziQ]File not found:: __base__/graphics/entity/pipe/steam.png
Error AtlasSystem.cpp:891: File not found:: __base__/graphics/entity/pipe/steam.png
p.s.: It's the zip-version
p.s.: It's the zip-version
- Sat Apr 22, 2017 3:49 pm
- Forum: News
- Topic: Friday Facts #187 - Space science & 0.15 graphics
- Replies: 362
- Views: 141896
Re: Friday Facts #187 - Space science & 0.15 graphics
um... i have some concerns about the sience symbols in the tech tree... for the early techs it is a nice info gain. but later one, with techs that need 5 and more different techs it might get confusing. they simply get to squeezed in the tech button to show them all. A little bit of abstraction in ...
- Fri Apr 21, 2017 1:48 pm
- Forum: General discussion
- Topic: What can I create using the circuit network (combinators)?
- Replies: 12
- Views: 4564
- Sun Nov 27, 2016 6:11 pm
- Forum: Mods
- Topic: [MOD 0.12.11+] Initial Map Scan
- Replies: 33
- Views: 35720
Re: [MOD 0.12.11+] Initial Map Scan
Hi, thanks for updating!
But when you start new game it stops because of typo in line 5: globlal instead of global.
But when you start new game it stops because of typo in line 5: globlal instead of global.
- Sat Oct 29, 2016 3:43 pm
- Forum: News
- Topic: Friday Facts #162 - Theme Art Again
- Replies: 173
- Views: 63633
Re: Friday Facts #162 - Theme Art Again
Hmm, not sure if I like the idea, that you want to banish our gibblets
I would prefer to have to use them more, instead of totally kick them out of the game.
I would prefer to have to use them more, instead of totally kick them out of the game.