Search found 92 matches
- 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 ...
- 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 ...
- 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~
- 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.
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.
- 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 ...
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 ...
- 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 ...
I'm pretty sure ...
- 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 ...
- 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 ...
- 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 ...
Personally, I never saw the science packs as literal bottles of science (I mean, how does experimentation of transport ...
- 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 ...
- 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 ...
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 ...
- 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.
- 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 ...
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 ...
- 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 ...
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 ...
- 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 ...
- 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 
- 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
- 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! 
- 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 ...
- 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.
