Search found 25 matches

by jgb
Thu Jan 16, 2020 2:20 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 988
Views: 407975

Re: [MOD 0.17] Industrial Revolution

BlueTemplar wrote: ↑Wed Jan 08, 2020 9:36 am Yes, just like Angel's mods, which use the exact same licence, have been "lost" since he "abandoned" them this fall ? /sarcasm
Key difference being that Angel has a team in place to take over, no? AFAIK no one has stepped forward to maintain this mod after Deadlock steps down.
by jgb
Sat Oct 05, 2019 6:03 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405346

Re: Bugs & FAQ

Patrick wrote: ↑Sat Oct 05, 2019 5:48 am I can't seem to void sulfuric acid in the clarifier, but I can in the flare stack. But the acid isn't a gas is it?
Isn't clarifier for water?
by jgb
Sat Sep 21, 2019 10:08 pm
Forum: Gameplay Help
Topic: Another feature request: Upgrade planner upgrade to [deleted entity]/Deconstruction planner filter on blueprints
Replies: 4
Views: 2116

Re: Another feature request: Upgrade planner upgrade to [deleted entity]/Deconstruction planner filter on blueprints

Rseding91 wrote: ↑Sat Sep 21, 2019 5:34 am You can right click the lights icon in the blueprint to remove all of them at once. Is that not enough?

Capture.PNG
Ahh, I didn't realize you could do that with blueprints inside blueprint books! Thanks for the tip.
by jgb
Fri Sep 20, 2019 9:38 pm
Forum: Gameplay Help
Topic: Another feature request: Upgrade planner upgrade to [deleted entity]/Deconstruction planner filter on blueprints
Replies: 4
Views: 2116

Another feature request: Upgrade planner upgrade to [deleted entity]/Deconstruction planner filter on blueprints

Let's say we have a blueprint with rails, and those rails have lights around the power poles. But then I download Lighted Power Poles and want to remove the lights from all of my blueprints. Would it be possible to either: 1. Add some kind of [delete entity] to the upgrade planner so we can upgrade ...
by jgb
Fri Sep 20, 2019 9:26 pm
Forum: Ideas and Suggestions
Topic: Feature request: Upgrade planner + blueprint books
Replies: 2
Views: 1257

Re: Feature request: Upgrade planner + blueprint books

it's not only feasible but already possible. Is there a mod for it? I looked in a game, but didn't see any slot to put the upgrade planner into my blueprint book. Edit: OHHHHH I see now. You need the blueprint book in your inventory, not just on your hotbar. Is it possible to add this to the hotbar...
by jgb
Fri Sep 20, 2019 4:58 am
Forum: Ideas and Suggestions
Topic: Feature request: Upgrade planner + blueprint books
Replies: 2
Views: 1257

Feature request: Upgrade planner + blueprint books

It would be nice to be able to drop an upgrade planner inside a blueprint book to upgrade all the blueprints in the book at once. Is this feasible?
by jgb
Fri Sep 20, 2019 1:54 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405346

Re: Bugs & FAQ

On my side (seablock pack), everything works good with assembler mk2, even with the same Bob's assembling machines settings. I would assume, another mod is messing around with assembler limits or crafting categories. I checked my regular BA save and looks like it works there too. Thanks for the ide...
by jgb
Thu Sep 19, 2019 4:32 pm
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405346

Re: Bugs & FAQ

Could be, that you checked the option in Bob's mods to use assembler ingredient limit ? More than 4 ingredients could be only crafted in assembler 3 and above in 0.16. This setting emulates that also in 0.17. I would assume, the new burner and steam assembler of Bobs mods are not limited by the set...
by jgb
Thu Sep 19, 2019 2:40 am
Forum: Bob's mods
Topic: [0.16.x] Bob's Mods: General Discussion
Replies: 866
Views: 362987

Re: [0.16.x] Bob's Mods: General Discussion

i am think of turn on the ore since i doint want oill to be a issue Nothing wrong with that choice, but... Oil is technically infinite, it just slows down as you use it. and if the slower flow isn't enough, you expand and either create more oil processing plants, or import the oil. i just saw the n...
by jgb
Thu Sep 19, 2019 2:32 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3891
Views: 1405346

Re: Bugs & FAQ

I'm in the middle of a heavily modded playthrough, so I have no idea if it's actually caused by something in Angel's, but I figured this would be the best place to start. It looks like the Induction furnace Mk2 and Casting machine Mk2 cannot be made in Assembler Mk2, only every other assembler type ...
by jgb
Mon Sep 16, 2019 9:56 am
Forum: Bob's mods
Topic: [0.17] Please post bugs and balance issues here.
Replies: 495
Views: 155441

Re: [0.17] Please post bugs and balance issues here.

I like option 1 and 2. Option 3 (sending drones into space) seems too much like Darkstar. Unless you want your mod to have a space feature-set like Darkstar has eventually (I actually think of all the mods I have seen, Darkstar complements Bob's the most naturally with belt, assembler, etc. progress...
by jgb
Fri Aug 23, 2019 2:44 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 213050

Re: [0.17.x] Bob's Mods: General Discussion

Since we're on the subject of power generation, is there any reason to upgrade to different tiers of steam power other than to save space? Based on the numbers, it seems that 1 steam 2 array = 2 steam 1 arrays, 1 steam 3 array = 3 steam 1 arrays, etc.
by jgb
Mon Aug 19, 2019 5:47 pm
Forum: Angels Mods
Topic: Any plans to bring back wooden boards?
Replies: 4
Views: 3014

Re: Any plans to bring back wooden boards?

Here is what Bob said:
To be honest, since you're talking about a change to a Bob + Angels only use case, I'd suggest you ask Angel to change the recipe to hand craft only... Everything else that changes from a Bob game to a Bob + Angels game is done by Angel.
by jgb
Sun Aug 18, 2019 7:09 pm
Forum: Bob's mods
Topic: Any plans to bring back wooden boards?
Replies: 5
Views: 3346

Re: Any plans to bring back wooden boards?

> The question would be... if you turn off wood -> resin recipe, how are you supposed to make resin, required to make solder, required to make electronics, required to make the higher tier machines able to craft it from oil?

Just the assembler recipe, not by hand.
by jgb
Sun Aug 18, 2019 1:31 pm
Forum: Modding help
Topic: [Resolved]Possible to change another mod's settings?
Replies: 6
Views: 2217

Re: Possible to change another mod's settings?

Okay, thanks for the replies. Based on all the implementations I've seen of various mods, it looks like that's how most people do it anyway. Or they release a modpack like Seablock.
by jgb
Sun Aug 18, 2019 5:51 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3791
Views: 1572489

Re: Development and Discussion

Sorry I haven't read everything, just the last 3 pages. My question is, is the mod currently in working, fairly balanced state? Or did thing happen between .16 and now that make it unworkable? Looking to start up a new game. Cheers I have been playing an AB run for the past week or so. The only iss...
by jgb
Sun Aug 18, 2019 1:19 am
Forum: Bob's mods
Topic: Any plans to bring back wooden boards?
Replies: 5
Views: 3346

Any plans to bring back wooden boards?

I already asked this on Angel's forum, but they directed me here. So in my most recent BA run, I noticed that the removal of wooden boards was a huge nerf to the difficulty of this mod combo. I know this doesn't necessarily affect the complexity of plain Bob's that much, since you get raw wood from ...
by jgb
Sun Aug 18, 2019 1:09 am
Forum: Angels Mods
Topic: Any plans to bring back wooden boards?
Replies: 4
Views: 3014

Re: Any plans to bring back wooden boards?

Yeah, I don't get it... is Bob* afraid to steer too far away from vanilla ? (See also the boiler inefficiency...) *Unless I'm mistaken, this is pretty much a Bob issue first, and should therefore be posted in his forums instead of here... I don't believe so. In plain Bob's you have to be able to au...
by jgb
Sat Aug 17, 2019 3:50 pm
Forum: Modding help
Topic: [Resolved]Possible to change another mod's settings?
Replies: 6
Views: 2217

Re: Possible to change another mod's settings?

Thanks.

Could you point me to an example of a mod that actually does this? I've checked a few now, and don't see any examples of this actually being implemented.

I saw Warptorio 2 had these files, but they are blank.
by jgb
Sat Aug 17, 2019 6:21 am
Forum: Modding help
Topic: [Resolved]Possible to change another mod's settings?
Replies: 6
Views: 2217

[Resolved]Possible to change another mod's settings?

For example, in the oberhaul mod, the expectation is that the setting under "Bob's Assembling machines mod" for "Electrolysers" will be disabled. Is it possible to do this from the API? If not, what would be a workaround to prevent issues from happening due to incorrect settings?...

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