They should work, but you should disable mine inserter configuration if you gonna use his.Raynehard wrote:Will Bob's Inserters work with this mod?
[0.17.x] AnonyMods - Overhaul mod
-
- Long Handed Inserter
- Posts: 54
- Joined: Mon Jul 18, 2016 5:25 pm
- Contact:
Re: [0.14.x] AnonyMods - Overhaul mod
-
- Manual Inserter
- Posts: 4
- Joined: Mon Jul 11, 2016 11:09 pm
- Contact:
Re: [0.14.x] AnonyMods - Overhaul mod
It would be a big help if there was a list of known incompatibilities.
-
- Long Handed Inserter
- Posts: 54
- Joined: Mon Jul 18, 2016 5:25 pm
- Contact:
Re: [0.14.x] AnonyMods - Overhaul mod
The thing is, my mod allows you to disable prototypes and features, so finding incompatible mods would imply you have everything set to true. It would be more confusing for new users. Generally you shoudn't mix two big mods that add similiar things.FunCarcass wrote:It would be a big help if there was a list of known incompatibilities.
Re: [0.14.x] AnonyMods - Overhaul mod
15 version and bob angels so long time wait?
-
- Long Handed Inserter
- Posts: 54
- Joined: Mon Jul 18, 2016 5:25 pm
- Contact:
Re: [0.14.x] AnonyMods - Overhaul mod
I'm quite busy at the moment, it might take a while until I migrate all the content over to 0.15.Airat9000 wrote:15 version and bob angels so long time wait?
Re: [0.14.x] AnonyMods - Overhaul mod
progress??AnonymoScoot wrote:I'm quite busy at the moment, it might take a while until I migrate all the content over to 0.15.Airat9000 wrote:15 version and bob angels so long time wait?
and locale ru my translate add?
-
- Long Handed Inserter
- Posts: 54
- Joined: Mon Jul 18, 2016 5:25 pm
- Contact:
Re: [0.14.x] AnonyMods - Overhaul mod
It is not looking like it will be anytime soon, too busy, probably should be mid-late june or maybe even mid july.Airat9000 wrote:progress??AnonymoScoot wrote:I'm quite busy at the moment, it might take a while until I migrate all the content over to 0.15.Airat9000 wrote:15 version and bob angels so long time wait?
and locale ru my translate add?
-
- Long Handed Inserter
- Posts: 54
- Joined: Mon Jul 18, 2016 5:25 pm
- Contact:
Re: [0.14.x] AnonyMods - Overhaul mod
New update for 0.15 has been released, note that I will be away from 29th of June to 14th of July so I won't be able to fix bugs immediately
Re: [0.14.x] AnonyMods - Overhaul mod
Error when launch, factorio 0.15.23 https://yadi.sk/i/YDbTDXQl3KZteK
Nickname on ModPortal - Naron79
Re: [0.14.x] AnonyMods - Overhaul mod
Yeah I get a sprite error with lightning-splitter-east too. Removing crop-cache.dat doesn't help so it's most likely in the mod somewhere.
And since he posted that he's away till mid July we can't expect a fix. Kind of disappointing since I've been waiting on an update for this.
And since he posted that he's away till mid July we can't expect a fix. Kind of disappointing since I've been waiting on an update for this.
-
- Long Handed Inserter
- Posts: 54
- Joined: Mon Jul 18, 2016 5:25 pm
- Contact:
Re: [0.14.x] AnonyMods - Overhaul mod
Should be fixed in next update, forgot about updating low-res textures since I have high-res always on. This should be the last update for these 2 weeks.aklesey1 wrote:Error when launch, factorio 0.15.23 https://yadi.sk/i/YDbTDXQl3KZteK
Re: [0.14.x] AnonyMods - Overhaul mod
Of course, okey thanks, I don't apply for that to have the improved graphics to me there is quite enough and usualAnonymoScoot wrote:Should be fixed in next update, forgot about updating low-res textures since I have high-res always on. This should be the last update for these 2 weeks.aklesey1 wrote:Error when launch, factorio 0.15.23 https://yadi.sk/i/YDbTDXQl3KZteK
Nickname on ModPortal - Naron79
Re: [0.14.x] AnonyMods - Overhaul mod
Yeah that's working now.
Fixed the power generation after migrating my 0.14 save and wondered why no research happening. Sneaky bugger, you changed the recipes. No robots yet and rip/replace time, /sigh.
Fixed the power generation after migrating my 0.14 save and wondered why no research happening. Sneaky bugger, you changed the recipes. No robots yet and rip/replace time, /sigh.
Re: [0.14.x] AnonyMods - Overhaul mod
The mod is just wonderful I use it in all my assemblies and here I came across the fact that the mod conflicts with the mods from the angels mods prozba make integration with it
Re: [0.14.x] AnonyMods - Overhaul mod
compartible in bob Angels mod ??
Re: [0.14.x] AnonyMods - Overhaul mod
Waiting for any serious nice news
Nickname on ModPortal - Naron79
Re: [0.14.x] AnonyMods - Overhaul mod
Trying a set of bigger&smaller mods, and since this one removes electric poles at start it makes it impossible to build first science packs if another mod replaces them with something that requires basic electricity to build. E.g. Pycoalprocessing/BioTech. Any chance you could add like 3x3 crude fusebox that requires no research and is practically useless for anything else than briding gap between a factory and a power source next to it? I would get another mod to do it, but I can't find any.. funny that. :p
Re: [0.15.x] AnonyMods - Overhaul mod
The latest version looks pretty good. I started a new game to check the metallurgy bootstrap and it all goes smoothly.
The only things I noticed wrong were a couple of missing keys (locale?) in the tech tree.
The only things I noticed wrong were a couple of missing keys (locale?) in the tech tree.
-
- Inserter
- Posts: 24
- Joined: Thu Sep 21, 2017 10:37 am
- Contact:
Re: [0.15.x] AnonyMods - Overhaul mod
Spent a few hours in this mod, got a couple of questions:
1. Some of the completed research (which shows in green colour in Technology) are not there. e.g. Automation 1. I usually have to look elsewhere, say Automation 2, and then go up the tree to find the first one. Finding completed tech I'm not familiar with is a bit tricky.
2. Is the Incinerator working correctly? I've been using it to get rid of dirt water when washing for Tin ore, but the "Products finished" seem to outnumber the fluid count of dirt water in the storage tank - something like 10K products finished to get rid of 500 dirt water? It's also a bit slow, I can only wash one at a time and the Incinerator can't keep up. Edit: Seems ok when it's directly connected to the washer and not the tank, weird.
3. I can't see any benefits to using Large Mining Drill over Electric Mining drill, it covers a larger area, but is slower. The only thing I can think of is to use it to clear out an ore patch where materials isn't a top priority.
Thanks
edit: Edited number 2 with further info.
1. Some of the completed research (which shows in green colour in Technology) are not there. e.g. Automation 1. I usually have to look elsewhere, say Automation 2, and then go up the tree to find the first one. Finding completed tech I'm not familiar with is a bit tricky.
2. Is the Incinerator working correctly? I've been using it to get rid of dirt water when washing for Tin ore, but the "Products finished" seem to outnumber the fluid count of dirt water in the storage tank - something like 10K products finished to get rid of 500 dirt water? It's also a bit slow, I can only wash one at a time and the Incinerator can't keep up. Edit: Seems ok when it's directly connected to the washer and not the tank, weird.
3. I can't see any benefits to using Large Mining Drill over Electric Mining drill, it covers a larger area, but is slower. The only thing I can think of is to use it to clear out an ore patch where materials isn't a top priority.
Thanks
edit: Edited number 2 with further info.
Re: [0.15.x] AnonyMods - Overhaul mod
I tried the new version and i like it very much. The new metallurgy is a great idea, only few resources, kind of like angels mod.
There will be multiplayer games with this mod on the redmew server, so if you want to play this mod with other people you can join the redmew modded server.
There will be multiplayer games with this mod on the redmew server, so if you want to play this mod with other people you can join the redmew modded server.