Refining each of the new ores gives a gem ore. You'll need at least floation units before sorting.inno wrote:Hello, I'm having a bit of a problem. No gems.
Anyone have any idea why I'm not having gems spawn? Where are they supposed to come out?
I had bobconfig set to mixed gems = true, could this be the prob?
Cheers
Bugs & FAQ
Moderator: Arch666Angel
Re: Bugs & FAQ
Re: Bugs & FAQ
Yeah, I'm currently thermal refining. All tech researched, except the alien stuff.
Just no gems anywhere
Just no gems anywhere
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
Could you post a list of your mods and which bobs config options you changed?inno wrote:Yeah, I'm currently thermal refining. All tech researched, except the alien stuff.
Just no gems anywhere
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
- Ranakastrasz
- Smart Inserter
- Posts: 2173
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: Bugs & FAQ
The Saphire and Stiratite, when you do the first ore sorting, seem to produce more of the opposite resource than the normal one it does if smelted directly. This seems odd. Is that intentional?
Also, the Clarifier lacks proper localization in English.
Also, the Clarifier lacks proper localization in English.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
- Ranakastrasz
- Smart Inserter
- Posts: 2173
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: Bugs & FAQ
Edit: Double Post.
Last edited by Ranakastrasz on Sun Jun 26, 2016 9:45 pm, edited 1 time in total.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Re: Bugs & FAQ
Bobconfig :Arch666Angel wrote:
Could you post a list of your mods and which bobs config options you changed?
Code: Select all
-- If set to true, the idle power drain will be removed from all Inserters.
bobmods.config.DrainlessInserters = true
-- If set to true, the idle power drain will be removed from all Laser Turrets.
bobmods.config.DrainlessLaserTurrets = true
-- If set to true, Ore acts like Oil in that it doesn't disapar, but mining speed slows as it depleats.
bobmods.config.InfiniteOre = true
-- Sets the new player inventory size
bobmods.config.InventorySize = 150
-- Enemies mod
-- if set to true, Enemies will drop small versions of Alien Artifacts.
bobmods.config.enemies.EnableSmallArtifacts = true
-- if set to true, New types of Alien Artifacts will drop.
bobmods.config.enemies.EnableNewArtifacts = true
-- Logistics mod
-- If set to true, long versions of Burner, Fast, Smart and Express inserters are added.
bobmods.config.logistics.LongInserters = true
-- If set to true, Near (near side of standard belt) and Far (near side of long handed belt) inserters are added. Requires LongInserters to be true
bobmods.config.logistics.NearInserters = true
-- If set to true, short in long out, and long in short out combinations of Near, Standard, Far and Long inserters are added. Requires LongInserters and NearInserters to be true.
bobmods.config.logistics.MoreInserters = false
-- If set to true, the Tier 5 "Extremely Fast Transport Belt" Tier of Belt, Splitter and Underground belt will be enabled, and able to be researched.
bobmods.config.logistics.ExtremelyFastBelt = true
-- Mining mod
-- If set to true, new better mining axes are available.
bobmods.config.mining.MiningAxes = true
-- If set to true, new upgradable mining drills are available.
bobmods.config.mining.MiningDrills = true
-- If set to true, new upgradable large area mining drills are available.
bobmods.config.mining.AreaDrills = false
-- If set to true, new upgradable pumpjacks are available.
bobmods.config.mining.Pumpjacks = true
-- Modules mod
-- If enabled, then Merged modules and research are enabled. (This turns on all 3 types)
bobmods.config.modules.EnableMergedModules = false
-- if enabled, then the specific merged module with be enabled.
bobmods.config.modules.EnableRawSpeedModules = false
bobmods.config.modules.EnableGreenModules = false
bobmods.config.modules.EnableRawProductivityModules = false
-- If enabled, then God modules and research are enabled.
bobmods.config.modules.EnableGodModules = true
-- If enabled, Productivity modules suffer speed penalty. Raw productivity modules also cost Speed circuits.
bobmods.config.modules.ProductivityHasSpeed = false
-- Stats for the modules per level.
bobmods.config.modules.SpeedPerLevel = 0.5
bobmods.config.modules.ConsumptionPerLevel = 0.10
bobmods.config.modules.PollutionPerLevel = 0.1
bobmods.config.modules.ProductivityPerLevel = 0.05
-- Specifically for the Productivity modules.
bobmods.config.modules.SpeedPerProductivityLevel = 0.05
-- Specifically for the Polution creating modules.
bobmods.config.modules.PollutionCreatePerLevel = 0.5
-- Bonus stats for first module.
bobmods.config.modules.SpeedBonus = 1
bobmods.config.modules.ConsumptionBonus = 0
bobmods.config.modules.PollutionBonus = 0
bobmods.config.modules.ProductivityBonus = 1
-- Specifically for the Productivity modules.
bobmods.config.modules.ProductivitySpeedBonus = 0.2
-- Specifically for the Polution creating modules.
bobmods.config.modules.PollutionCreateBonus = 0
-- If enabled, modules that effect productivity can only be used on Registered intermediates.
-- Warning: the game will delete any modules that do not match the limits
bobmods.config.modules.EnableProductivityLimitation = false
-- Ores mod
-- if set to true, Stone will apear in larger, richer vains.
bobmods.config.ores.EnhanceStone = true
-- if set to true, Gem ore fields will give the Unsorted Gems resource. If false will give each ore type.
bobmods.config.ores.UnsortedGemOre = false
-- These set the probability of extra items being given from certain resources.
-- if set to true, extra items are given from certain resources.
bobmods.config.ores.LeadGivesNickel = true
bobmods.config.ores.LeadNickelRatio = 0.75
-- if Nickel ore is disabled, but Lead gives Nickel is enabled, Galena will also give Cobalt ore.
bobmods.config.ores.NickelGivesCobalt = false
bobmods.config.ores.NickelCobaltRatio = 0.4
-- Diamonds can be obtained from mining Coal, Ruby, Saphire and Topaz from Bauxite, and Amethyst and Emerald from Quartz
bobmods.config.ores.GemsFromOtherOres = true
bobmods.config.ores.GemProbability = 0.05
-- These set the probability of each type of gem being given.
bobmods.config.gems.RubyRatio = 1
bobmods.config.gems.SapphireRatio = 0.8
bobmods.config.gems.EmeraldRatio = 0.6
bobmods.config.gems.AmethystRatio = 0.5
bobmods.config.gems.TopazRatio = 0.4
bobmods.config.gems.DiamondRatio = 0.2
-- can turn on only. if they're turned on by another mod, they'll stay on.
-- if set to true, the listed ore fields can spawn on maps. new maps will have autoplace control options.
bobmods.config.ores.EnableBauxite = true
bobmods.config.ores.EnableCobaltOre = true
bobmods.config.ores.EnableGemsOre = true
bobmods.config.ores.EnableGoldOre = true
bobmods.config.ores.EnableLeadOre = true
bobmods.config.ores.EnableNickelOre = true
bobmods.config.ores.EnableQuartz = true
bobmods.config.ores.EnableRutile = true
bobmods.config.ores.EnableSilverOre = true
bobmods.config.ores.EnableSulfur = true
bobmods.config.ores.EnableTinOre = true
bobmods.config.ores.EnableTungstenOre = true
bobmods.config.ores.EnableZincOre = true
-- Metals Chemicals and Intermediates mod
-- Reduce cost of Steel
bobmods.config.plates.CheaperSteel = true
-- Change recipe and research costs for the battery.
bobmods.config.plates.BatteryUpdate = true
-- Warfare mod
-- if enabled you can research tank cannon improvements.
bobmods.config.warfare.TankCannonResearch = true
Code: Select all
{
"mods": [
{
"name": "base",
"enabled": "true"
},
{
"name": "actuator",
"enabled": "true"
},
{
"name": "advanced-logistics-system",
"enabled": "true"
},
{
"name": "AfraidOfTheDark",
"enabled": "true"
},
{
"name": "Aircraft",
"enabled": "true"
},
{
"name": "angelsinfiniteores",
"enabled": "true"
},
{
"name": "angelsprocessing",
"enabled": "true"
},
{
"name": "angelsrefining",
"enabled": "true"
},
{
"name": "AssemblyZero",
"enabled": "true"
},
{
"name": "autofill",
"enabled": "true"
},
{
"name": "BetterFluidColors",
"enabled": "true"
},
{
"name": "bobassembly",
"enabled": "true"
},
{
"name": "bobelectronics",
"enabled": "true"
},
{
"name": "bobenemies",
"enabled": "true"
},
{
"name": "boblibrary",
"enabled": "true"
},
{
"name": "boblogistics",
"enabled": "true"
},
{
"name": "bobmining",
"enabled": "true"
},
{
"name": "bobmodules",
"enabled": "true"
},
{
"name": "bobores",
"enabled": "true"
},
{
"name": "bobplates",
"enabled": "true"
},
{
"name": "bobpower",
"enabled": "true"
},
{
"name": "bobtech",
"enabled": "true"
},
{
"name": "bobtechsave",
"enabled": "true"
},
{
"name": "bobwarfare",
"enabled": "true"
},
{
"name": "BurnerLeech",
"enabled": "true"
},
{
"name": "Crafting_Speed_Research",
"enabled": "true"
},
{
"name": "electric-switch",
"enabled": "true"
},
{
"name": "EvoGUI",
"enabled": "true"
},
{
"name": "ExtraChests",
"enabled": "true"
},
{
"name": "Factorio, Directed by Michael Bay",
"enabled": "true"
},
{
"name": "FactorioMaps",
"enabled": "true"
},
{
"name": "FARL",
"enabled": "true"
},
{
"name": "filtered-deconstruction-planner",
"enabled": "true"
},
{
"name": "Flow Control",
"enabled": "true"
},
{
"name": "Force Fields",
"enabled": "true"
},
{
"name": "GDIW",
"enabled": "true"
},
{
"name": "gravestone-mod",
"enabled": "true"
},
{
"name": "K&L-Inserters",
"enabled": "true"
},
{
"name": "Landfill",
"enabled": "true"
},
{
"name": "LogicBelt",
"enabled": "true"
},
{
"name": "long-reach",
"enabled": "true"
},
{
"name": "MapLabels",
"enabled": "true"
},
{
"name": "micro-accumulator",
"enabled": "true"
},
{
"name": "Minable Rock",
"enabled": "true"
},
{
"name": "Misanthrope",
"enabled": "true"
},
{
"name": "MoreLogisticsSlots",
"enabled": "true"
},
{
"name": "nixie-tubes",
"enabled": "true"
},
{
"name": "OilSteamBoiler",
"enabled": "true"
},
{
"name": "Orbital Ion Cannon",
"enabled": "true"
},
{
"name": "Plasma Shotgun Shells",
"enabled": "true"
},
{
"name": "Powered_Entities",
"enabled": "true"
},
{
"name": "pressure-floor",
"enabled": "true"
},
{
"name": "research-queue",
"enabled": "false"
},
{
"name": "RobotCargo",
"enabled": "true"
},
{
"name": "rso-mod",
"enabled": "true"
},
{
"name": "RSORadar",
"enabled": "true"
},
{
"name": "sensor",
"enabled": "true"
},
{
"name": "smart-long-handed-inserter",
"enabled": "true"
},
{
"name": "specialized_refineries",
"enabled": "true"
},
{
"name": "Squeak Through",
"enabled": "true"
},
{
"name": "Terraforming",
"enabled": "true"
},
{
"name": "TheFatController",
"enabled": "true"
},
{
"name": "Ultra Inserters",
"enabled": "true"
},
{
"name": "WallCraft",
"enabled": "true"
},
{
"name": "Warehousing",
"enabled": "true"
},
{
"name": "Wind_Turbine",
"enabled": "true"
}
]
}
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
@inno
You posted your bobconfig, but I can't spot bobsconfig mod in your mod list?
You posted your bobconfig, but I can't spot bobsconfig mod in your mod list?
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Bugs & FAQ
Well that's interesting.. I'll have to check that out after work
That bobconfig is from the unzipped folder in mods, I assumed it was just working
That bobconfig is from the unzipped folder in mods, I assumed it was just working
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
Yeah even more so because it should throw an error if bobconfig isnt there, maybe you changed something in between and it broke? Can only guess here but that is really strangeinno wrote:Well that's interesting.. I'll have to check that out after work
That bobconfig is from the unzipped folder in mods, I assumed it was just working
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
- Ranakastrasz
- Smart Inserter
- Posts: 2173
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: Bugs & FAQ
Trying to get Infinite Ores to work. Installing it with my existing mods, no matter how far out I went, no infinite ores in the center of a patch.
Not sure if other mods are not cooperating, but I don't think I have anything that should alter ores that I haven't disabled.
Not sure if other mods are not cooperating, but I don't think I have anything that should alter ores that I haven't disabled.
Code: Select all
{
"mods": [
{
"name": "base",
"enabled": "true"
},
{
"name": "advanced-logistics-system",
"enabled": "true"
},
{
"name": "Advanced_Assembling_Machines",
"enabled": "true"
},
{
"name": "Advanced_Burner_mining_drills",
"enabled": "true"
},
{
"name": "Agent Orange",
"enabled": "true"
},
{
"name": "angelsinfiniteores",
"enabled": "true"
},
{
"name": "AutoTrash",
"enabled": "true"
},
{
"name": "BetterFluidColors",
"enabled": "true"
},
{
"name": "blueprint-string",
"enabled": "true"
},
{
"name": "bobtechsave",
"enabled": "true"
},
{
"name": "Capacitors_and_Batteries",
"enabled": "true"
},
{
"name": "coal-liquefaction",
"enabled": "true"
},
{
"name": "Combat-variations",
"enabled": "true"
},
{
"name": "Crafting_Speed_Research",
"enabled": "true"
},
{
"name": "DefaultRequestAmount",
"enabled": "true"
},
{
"name": "easybelt",
"enabled": "true"
},
{
"name": "eco-trees",
"enabled": "true"
},
{
"name": "EMP Biters",
"enabled": "true"
},
{
"name": "EvoGUI",
"enabled": "true"
},
{
"name": "Expanded_Robot_Tech",
"enabled": "true"
},
{
"name": "expanded_tools",
"enabled": "true"
},
{
"name": "ExtraToolbelts",
"enabled": "true"
},
{
"name": "Fishing Pole",
"enabled": "true"
},
{
"name": "Flare",
"enabled": "true"
},
{
"name": "Flow Control",
"enabled": "true"
},
{
"name": "fluid-barrel",
"enabled": "true"
},
{
"name": "Gandalf",
"enabled": "true"
},
{
"name": "gravestone-mod",
"enabled": "true"
},
{
"name": "greenhouse",
"enabled": "true"
},
{
"name": "Honk",
"enabled": "true"
},
{
"name": "InitialScan",
"enabled": "true"
},
{
"name": "JESUS CHRIST IT'S A TRAIN GET OFF THE TRACKS",
"enabled": "true"
},
{
"name": "KS_Power",
"enabled": "true"
},
{
"name": "Landfill",
"enabled": "true"
},
{
"name": "Larger Inventory",
"enabled": "true"
},
{
"name": "Local",
"enabled": "true"
},
{
"name": "logistic-combinators",
"enabled": "true"
},
{
"name": "LogisticsTrashSlotsPlus",
"enabled": "true"
},
{
"name": "Minable Rock",
"enabled": "true"
},
{
"name": "Modular-Armor",
"enabled": "true"
},
{
"name": "ModuleInserter",
"enabled": "true"
},
{
"name": "MoreLight",
"enabled": "true"
},
{
"name": "Natural_Evolution_Expansion",
"enabled": "true"
},
{
"name": "NoMoreBots",
"enabled": "true"
},
{
"name": "NotGloom",
"enabled": "true"
},
{
"name": "Ore Expansion",
"enabled": "false"
},
{
"name": "PavementDriveAssist",
"enabled": "true"
},
{
"name": "PocketRepair",
"enabled": "true"
},
{
"name": "Red Alerts",
"enabled": "true"
},
{
"name": "Rescaled-Evolution-Factor",
"enabled": "true"
},
{
"name": "RoboCharge",
"enabled": "true"
},
{
"name": "Rocket Range",
"enabled": "true"
},
{
"name": "rso-mod",
"enabled": "false"
},
{
"name": "RSORadar",
"enabled": "true"
},
{
"name": "ScienceCostTweaker",
"enabled": "true"
},
{
"name": "ScoreExtended",
"enabled": "true"
},
{
"name": "Shield-Pulse",
"enabled": "true"
},
{
"name": "SmartTrains",
"enabled": "true"
},
{
"name": "Spitter-Delay",
"enabled": "true"
},
{
"name": "Squeak Through",
"enabled": "true"
},
{
"name": "Stamina",
"enabled": "true"
},
{
"name": "test-mode",
"enabled": "true"
},
{
"name": "turrets-range",
"enabled": "true"
},
{
"name": "upgrade-planner",
"enabled": "true"
},
{
"name": "VehicleSnap",
"enabled": "true"
},
{
"name": "Visible_Bots",
"enabled": "true"
},
{
"name": "Warehousing",
"enabled": "true"
},
{
"name": "WaterWell",
"enabled": "true"
},
{
"name": "wood-floor",
"enabled": "true"
},
{
"name": "wreckage-pollution",
"enabled": "true"
},
{
"name": "YARM",
"enabled": "true"
}
]
}
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
The actual feature to spawn a part of the patch as infinite comes from RSO, so you need RSO to be active with infinite ores to make use of that. If you just want the infinite ores you can also download the trigger files "RSOnotpresent" from the infinite ores thread or set it in the infinite ores config, but they will then spawn as separate entities if you use the ore expansion mod.Ranakastrasz wrote:Trying to get Infinite Ores to work. Installing it with my existing mods, no matter how far out I went, no infinite ores in the center of a patch.
Not sure if other mods are not cooperating, but I don't think I have anything that should alter ores that I haven't disabled.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Bugs & FAQ
Well I fixed the bobconfig, managed to have it in nested folders without noticing for a month.
No difference, started a new game, played to hydro refining... no gems. Where are they supposed to come out?
No difference, started a new game, played to hydro refining... no gems. Where are they supposed to come out?
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
Tier 2, from the floatation plant. Could you check in the mod menu if bobconfig is highlighted white? (yeah I should probably change the check)inno wrote:Well I fixed the bobconfig, managed to have it in nested folders without noticing for a month.
No difference, started a new game, played to hydro refining... no gems. Where are they supposed to come out?
- Attachments
-
- Image1.png (646.5 KiB) Viewed 9392 times
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Bugs & FAQ
Its not the version is it? (Going through now and updating)
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
No it's the same code in version 0.1.4 and 0.1.6, I only moved it to another file. To be honest I'm a bit clueless to what might be the issue here.inno wrote:Its not the version is it? (Going through now and updating)
Could you check if the recipes are updated if you start a new game (just look into the tech menu and check the hydro refining recipes)? The recipes should yield the individual ore-chunks, gems and waste-water.
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
Re: Bugs & FAQ
Just two output boxes, chunks and waste
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
Don't know why it isn't working for you.
Try this, its the table insert without any checks.
Try this, its the table insert without any checks.
- Attachments
-
- gemsquickfix_0.1.0.zip
- (720 Bytes) Downloaded 186 times
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
- Ranakastrasz
- Smart Inserter
- Posts: 2173
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: Bugs & FAQ
Why didn't you just check whether or not RSO is installed and use that instead of a seperate mod?Arch666Angel wrote:The actual feature to spawn a part of the patch as infinite comes from RSO, so you need RSO to be active with infinite ores to make use of that. If you just want the infinite ores you can also download the trigger files "RSOnotpresent" from the infinite ores thread or set it in the infinite ores config, but they will then spawn as separate entities if you use the ore expansion mod.Ranakastrasz wrote:Trying to get Infinite Ores to work. Installing it with my existing mods, no matter how far out I went, no infinite ores in the center of a patch.
Not sure if other mods are not cooperating, but I don't think I have anything that should alter ores that I haven't disabled.
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
- Arch666Angel
- Smart Inserter
- Posts: 1636
- Joined: Sun Oct 18, 2015 11:52 am
- Contact:
Re: Bugs & FAQ
Because I still don't know what to check for with RSO, it doesn't add any items/entities unique to it, it doesn't add any global tables in the data stage I'm aware of.Ranakastrasz wrote: Why didn't you just check whether or not RSO is installed and use that instead of a seperate mod?
Angels Mods
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
I. Angel's Mods Subforum
II. Development and Discussion
III. Bugs & FAQ
"should be fixed"
- Ranakastrasz
- Smart Inserter
- Posts: 2173
- Joined: Thu Jun 12, 2014 3:05 am
- Contact:
Re: Bugs & FAQ
Ah, That makes sense....
Can't wait till .13
Can't wait till .13
My Mods:
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16
Modular Armor Revamp - V16
Large Chests - V16
Agent Orange - V16
Flare - V16
Easy Refineries - V16