Search found 92 matches

by Kryzeth
Tue Aug 22, 2017 1:16 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 100714

Re: [MOD 0.15] ShinyBobGFX

No problem! I've loved this mod for the longest time; necessary to do anything with bobs (and angels, with the other gfx mod). And yes, I did notice that update a while back; thought it was odd at first, but it most definitely grew on me over time. Although personally, I hardly ever get far enough ...
by Kryzeth
Mon Aug 21, 2017 10:23 pm
Forum: Bob's mods
Topic: [MOD 0.18] ShinyBobGFX
Replies: 141
Views: 100714

Re: [MOD 0.15] ShinyBobGFX

My small issue posted on the mod portal here , basically about the last two tiers of bobs belt not following the usual Gray -> Yellow -> Red -> Blue -> Purple -> Green, as the Faster Belt is Green and the Extremely Fast Belt is Purple. Backwards! Also, Bobs Power has up to tier 3 heat exchangers ...
by Kryzeth
Sat Jul 08, 2017 5:02 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 566763

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

TheSAguy wrote:
Thanks for the report Kryzeth. Fixed now. Surprised the game allowed it :)

LOL, yeah I definitely wasn't expecting an error like that. Thanks for the fix though~
by Kryzeth
Sat Jul 08, 2017 1:22 pm
Forum: Mods
Topic: [MOD 1.1] Natural Evolution - All things Alien!
Replies: 851
Views: 566763

Re: [MOD 0.15.x] Natural Evolution - All things Alien!

Error with Reverse Factory explained on forum

tl;dr There are "normal" level recipes defined without "expensive" level counterparts, which Reverse Factory does not expect.
Seems like "expensive" level recipes were desired, but no "expensive = " header in the line before the block of data.
by Kryzeth
Mon Jul 03, 2017 6:24 pm
Forum: Releases
Topic: Version 0.15.27
Replies: 18
Views: 22475

Re: Version 0.15.27

Balancing

All researches now require equal ratios of science pack types. This reduces the cost of some researches.




I always thought this was a weird bug of some sort, like when some of the train researches cost 2 red instead of the usual 1. There never seemed to be any reason for it ...
by Kryzeth
Mon May 15, 2017 9:05 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Loader recipe and research suggestions
Replies: 14
Views: 5773

Re: [Idea] Loader recipe and research suggestions

Strangely enough, nobody complains about pumps being able to fill fluid wagons - even though they're essentially the same loaders in disguise. Shouldn't loader-haters object against pump-based loading and promote loading barrels into cargo wagons instead? It's the same principle.

I'm pretty sure ...
by Kryzeth
Mon May 15, 2017 11:39 am
Forum: Modding discussion
Topic: Looking for mods that fix the game
Replies: 3
Views: 2015

Re: Looking for mods that fix the game


3. If you want to throw everything completely out the window, there's an Ore Chaos mod that shuffles ores, making it so that there's copper, coal, and stone in your iron patch; the amount and percentage of which are all configurable. I can vouch that it is compatible with RSO by default. This ...
by Kryzeth
Sun May 14, 2017 9:31 pm
Forum: Modding discussion
Topic: Looking for mods that fix the game
Replies: 3
Views: 2015

Re: Looking for mods that fix the game

1. Mods that fill in holes in vanilla (I always use these): Autofill, Side Inserters, More Toolbelts, Even Distribution, AutoDeconstruct, Angels Infinite Ores, Big Wooden Power Pole, Picker Extended, RSO, Reverse Factory, and Stone Water Well, in somewhat alphabetical order. Most of these are self ...
by Kryzeth
Mon May 08, 2017 12:06 am
Forum: Bob's mods
Topic: What should I do with science packs?
Replies: 68
Views: 30505

Re: What should I do with science packs?

I like the idea of production/logistics split. Also that idea about adding bob-exclusive "science components" in addition to the usual vanilla stuff in science packs was nice.

Personally, I never saw the science packs as literal bottles of science (I mean, how does experimentation of transport ...
by Kryzeth
Thu May 04, 2017 5:51 pm
Forum: Ideas and Requests For Mods
Topic: [Idea] Loader recipe and research suggestions
Replies: 14
Views: 5773

Re: [Idea] Loader recipe and research suggestions

Yeahh, loaders are pretty OP. Honestly, it's not even the technology cost or the resource cost that makes them OP, but just the way they were implemented. I added loaders into a vanilla-plus playthrough, and at first I only used them for in-line buffer chests. Circuits, gears, steel; that sort of ...
by Kryzeth
Thu Apr 20, 2017 3:21 pm
Forum: Mods
Topic: [MOD 0.15.x] Ore Chaos
Replies: 22
Views: 15529

Re: [MOD 0.14.x] Ore Chaos

Hello, Kryzeth from the mod portal page, the one who gave the suggestion for adding config options! Yes, hello~

Anyways, the new config options look AMAZING, howeverr... *points to page *
I'll put the image here too, but yeah, this happens when using RSO and the starting area only option (all ...
by Kryzeth
Thu Jan 05, 2017 11:34 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 172858

Re: Mylon's Multiple Mods

...it is way too late for my brain to work right; I completely missed that this post covered multiple mods by the same author. My bad.
by Kryzeth
Thu Jan 05, 2017 10:55 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 172858

Re: Mylon's Multiple Mods

/edit
When I disable all the other mods it still doesn't work.
The autobuild option does work, it's only the deconstruction that doesn't.

Are you sure you're using it right? I don't know about any toggling with n, but the way a deconstruction planner works is that you mark an area with the ...
by Kryzeth
Thu Jan 05, 2017 4:54 am
Forum: Mods
Topic: Mylon's Many Mods
Replies: 306
Views: 172858

Re: Mylon's Multiple Mods

Published my Prospector mod. Would be nice if I had some people using ore mods do some testing.

Multiple (4) issues detailed below:

1. Factorio v14.21, Prospector v0.6.1, Angel's Infinite Ores v0.4.5 , together causes error on startup:

Failed to load mod "Prospector 0.6.1"
_Prospector_/data ...
by Kryzeth
Mon Jan 02, 2017 3:30 am
Forum: Resource Spawner Overhaul
Topic: Resource mods
Replies: 1
Views: 2281

Re: Resource mods

RSO is more for when you first start playing the game. In default vanilla, there are mountains of ore all over the place, with multiple copper and/or iron deposits in the starting area. At least, that's all I got in the latest 14.21 game I played. The playthrough I started in 0.13 had less ...
by Kryzeth
Mon Oct 03, 2016 9:22 am
Forum: News
Topic: Friday facts #158 - The end of the 32 bit era
Replies: 132
Views: 83416

Re: Friday facts #158 - The end of the 32 bit era

I support your discontinuation of 32bit version. The needs of the many outweigh the needs of the one percent! Or something like that :D
by Kryzeth
Fri Sep 30, 2016 4:02 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3900
Views: 1908774

Re: Bugs & FAQ

Angels Smelting missing item group key in locale
by Kryzeth
Thu Sep 22, 2016 4:29 am
Forum: Releases
Topic: Version 0.14.8
Replies: 23
Views: 26182

Re: Version 0.14.8

Don't forget my copper cable fix! Not that many people even downloaded it.. lmao, but still! :D
by Kryzeth
Thu Sep 15, 2016 1:34 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 416636

Re: [0.12.x][v0.12.10] Bob's Logistics mod


Just delete control.lua and it will go away.
Yeah.. I just assumed that there were other important things being done or that were used elsewhere in control.lua, so I didn't want to risk deleting the entire thing. Considering how many lines of code are still there after removing all gui stuff ...
by Kryzeth
Thu Sep 15, 2016 12:20 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 416636

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Hmm, something like that could be useful.. For now I've just gone into the mod and gutted all references to the gui to make it go away.

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