Search found 371 matches
- Mon Mar 19, 2018 5:32 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 329404
Re: [0.16.x] Bob's Mods: General Discussion
For hiding the yellow belts you should really consider having underground and splitter on black ones. When playing Xander there are also lower grade belts and not having splitters and undergrounds makes it really annoying to use them. If black belts will become "fully featured" it will ma...
- Mon Mar 19, 2018 3:11 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 329404
Re: [0.16.x] Bob's Mods: General Discussion
Or you could just mine more and wait. Leave it building belts, flip it into the background and do something else - it's the only sane way to deal with mods like sea block or xanders. Playing just with Bobs it's fine as it is now. Your problem is you're adding more on top, which is NOT Bobs problem, ...
- Wed Mar 14, 2018 1:00 am
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1018474
Re: [0.16] Sea Block Pack 0.2.4
There's a tech you need first to turn wood blocks into charcoal. I was playing SB today and it worked fine with the tech bought.
- Sun Mar 11, 2018 12:06 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 329404
Re: [0.16.x] Bob's Mods: General Discussion
It sure is a big shake up to my existing old factory but I have to say I like it anyway. Gives steel a bigger role and cobalt steel too.
- Sat Mar 10, 2018 6:25 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 329404
Re: [0.16.x] Bob's Mods: General Discussion
Ignore the preview, it will place as a long-handed inserter, I can't fix that, I've talked to the devs about it. I have a save that started as 0.12 and has come along every version update. It was ok in 0.16 till this latest change but the fast inserters I had are now express? And the long ones I ha...
- Mon Mar 05, 2018 7:27 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1018474
Re: [0.16] Sea Block Pack 0.2.3
Yep, the new release fixed it. Ta
- Sun Mar 04, 2018 9:31 pm
- Forum: Mods
- Topic: [1.0] Sea Block Pack 0.4.10
- Replies: 1732
- Views: 1018474
Re: [0.16] Sea Block Pack 0.2.3
The pack for 0.16 doesn't load a save from 0.15. It pops up a notice: Unknown mod setting type: 112.
Is this a problem or expected? Should we be able to continue older saves?
Is this a problem or expected? Should we be able to continue older saves?
- Sun Feb 04, 2018 4:46 pm
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536517
Re: [MOD 0.14] AAI Programmable Vehicles
Thanks, I'll remove them.Earendel wrote: They are not needed anymore.
- Sun Feb 04, 2018 12:23 am
- Forum: Mods
- Topic: [MOD 0.14] AAI Programmable Vehicles
- Replies: 876
- Views: 536517
Re: [MOD 0.14] AAI Programmable Vehicles
My AAI save from v15 still has 3 files not updated that I think were part of the set:
data-raw-prototypes
detached-gun-sounds
off-grid-effects
Are they part of the AAI set and still needed?
data-raw-prototypes
detached-gun-sounds
off-grid-effects
Are they part of the AAI set and still needed?
- Sat Oct 07, 2017 6:30 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298324
Re: [MOD 0.15+] Xander Mod v1.3.0
I just failed for the third time and thought I would give a bit of a review. First time was clean install and default settings -> immediately overrun by biters due to smelting pollution Second time, I hid my initial base in a dense forest -> got overrun by medium biters after a couple of hours. Thi...
- Sat Oct 07, 2017 4:19 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298324
Re: [MOD 0.15+] Xander Mod v1.3.0
I think he covered this one a few pages back. One recipe becomes much cheaper later with proper steel making and can be automated, the other cannot and is intended only for the early game.
- Fri Oct 06, 2017 4:42 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298324
Re: [MOD 0.15+] Xander Mod v1.3.0
Still finishing off a project for a client but I had time to look into this. You've used an assembler as the prototype but I think it'll be easier to do as a (burner) miner entity. I'll leave all the definitions where you've put them but flip them over to use miner prototype. Code in control.lua wil...
- Wed Oct 04, 2017 8:03 pm
- Forum: Mods
- Topic: [0.17.x] AnonyMods - Overhaul mod
- Replies: 174
- Views: 67886
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.
- Wed Oct 04, 2017 12:10 am
- Forum: Resource Spawner Overhaul
- Topic: Anonymods no longer works with RSO
- Replies: 6
- Views: 2264
Re: Anonymods no longer works with RSO
Iron and copper I remember seeing come up as I tool around. Not super often but a few times.
- Tue Oct 03, 2017 7:29 pm
- Forum: Resource Spawner Overhaul
- Topic: Anonymods no longer works with RSO
- Replies: 6
- Views: 2264
Re: Anonymods no longer works with RSO
Nah, I just ran (way way) out west till I started uncovering new chunks and found patches there. I have buffered furnace lines so things will last while I run a track out.
Thanks for the speedy work. The only thing I noticed is it sometimes flashes a message like 'cannot access resource iron_ore'.
Thanks for the speedy work. The only thing I noticed is it sometimes flashes a message like 'cannot access resource iron_ore'.
- Tue Oct 03, 2017 12:30 am
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298324
Re: [MOD 0.15+] Xander Mod v1.2.2
Hi Ratzap - Thanks for the offer to help, I would very much appreciate that! I added an assembler-type logging camp entity with a placeholder wood-multiplying recipe for 1.3.0, that seems like the best place to start if you want. The logic flow sounds close to how I would put it, it's the implement...
- Mon Oct 02, 2017 10:25 pm
- Forum: Resource Spawner Overhaul
- Topic: Anonymods no longer works with RSO
- Replies: 6
- Views: 2264
Re: Anonymods no longer works with RSO
Apparently the default for the new version is metallurgy switched on. If you have an old save, load it and you'll find all the ores apart from the stock ones have vanished.
I like the idea of what he's changed but a little bit of documentation in his thread would have been nice
I like the idea of what he's changed but a little bit of documentation in his thread would have been nice
- Sun Oct 01, 2017 11:00 pm
- Forum: Resource Spawner Overhaul
- Topic: Anonymods no longer works with RSO
- Replies: 6
- Views: 2264
Anonymods no longer works with RSO
The new version of anonymods has switched from a plethora of ores to 3 new rocks types from which everything is processed out.
Support for anonymods will need to be reworked (I've left a note on the anonymod post).
Support for anonymods will need to be reworked (I've left a note on the anonymod post).
- Sun Sep 24, 2017 5:01 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298324
Re: [MOD 0.15+] Xander Mod v1.2.2
Coding something like that wouldn't be too tough to be honest. Base it on the assembler entity then decide what inputs (if any) it would need. You could make it need electricity, steam, water and/or fuel (or a mixture of them). Drag chains and some kind of saw come to mind from logging in the 19th C...
- Fri Sep 22, 2017 6:53 pm
- Forum: Mods
- Topic: [MOD 1.1] Xander Mod v3.6.1
- Replies: 748
- Views: 298324
Re: [MOD 0.15+] Xander Mod v1.2.2
I'm not sure you need a greenhouse. It would need to be pretty similar or better then bob's one or we will simply use one from bob's :D That's probably a rather irksome reply, he's implied a couple of times he intends this to be standalone and not have all sorts of other things mixed in. Personally...