Search found 152 matches

by CMH
Thu May 11, 2017 11:54 am
Forum: Bob's mods
Topic: [Bug- 0.15.10] Error while launching game with 'bobpower'
Replies: 8
Views: 3031

Re: [Bug- 0.15.10] Error while launching game with 'bobpower'

Having an issue with bobores. Can't load.
by CMH
Wed May 10, 2017 3:54 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

@bobingabout: Thanks. I suspected you might have made some changes.

@Coppermine: I don't mind making my mod more compatible with other mods, as long as the issues are pointed out to me, as you have done. I'll have a look at what Angel's mod does to the recipe.
by CMH
Tue May 09, 2017 2:23 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Could do with a bit of help trying to get it to start. It seems like It doesn't like me changing the recipes. For example bobmods.lib.add_new_recipe_item ("bob-oil-processing", {"sodium-hydroxide", 5}) I checked that bob-oil-processing is still there, and so is sodium-hydroxide, ...
by CMH
Sat Apr 29, 2017 6:02 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Don't forget I have to wait for Bob's Mods to work first before I can even figure if I need to make any changes to mine.

So just keep tuning in, I will be updating for 0.15.
by CMH
Wed Apr 12, 2017 3:03 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Well, I'm excited for it. Its like getting a new game.

Btw, anyone playing my mod have any issues with any updates Bob might have pushed out while I was away?
by CMH
Tue Apr 11, 2017 2:57 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Its almost here. Still waiting.

I'm a gamer, so I'd like to play games. While factorio is really really good and entertaining, there's so many other games out there.

However, back to factorio.

Now where's that 0.15?!??
by CMH
Fri Nov 18, 2016 1:57 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

Took a break from factorio. Waiting for 0.15 :D
by CMH
Wed Sep 21, 2016 3:15 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

For just the rocket changes, no. But I can easily make it or you can too if you download the v14 and change the .info file.

The recipes are all compatible with .13 and .14.
by CMH
Sat Sep 03, 2016 5:25 am
Forum: Ideas and Requests For Mods
Topic: Multiplayer scenario suggestion: Proxy wars.
Replies: 10
Views: 4638

Re: Multiplayer scenario suggestion: Proxy wars.

I was hoping such a mod was already made. Couldn't find one. But rather than the "every 5-10 minute wave", why not a continuous one? Attacking units are built just like everything else, and maybe get sent off to an "attacking chest/building" (maybe set this building to convert it...
by CMH
Sat Sep 03, 2016 4:58 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 315129

Re: [0.12.x][v0.12.10] Bob's Logistics mod

Hmm, I kinda like that specialized pipes idea.

Not sure what the coding would be, but is it possible to have 2 (or more) categories of liquids, and then have the pipes be able to transfer certain categories?
by CMH
Sat Sep 03, 2016 4:55 am
Forum: Bob's mods
Topic: [0.14.x] Bob's Mods: General Discussion
Replies: 430
Views: 162065

Re: [0.14.x] Bob's Mods: General Discussion

I believe the warehousing mod is exactly what you're looking for as well.

Allows 3x3 chests and 6x6 chests.

I don't see why bobingabout should write another mod where there's another well-known one available that does the same thing.
by CMH
Sat Sep 03, 2016 4:51 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

YES. Though I think bob should make this redundant. The rocket is so anticlimatic with standard it is not even funny ;) That is totally unfair on Bob. He sees a need for something in the base game, and creates a mod to fill it (more ores, more recipes, etc). Now, this creates a need for something e...
by CMH
Fri Sep 02, 2016 1:29 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.14.x] CMHMod (my take on balancing Bob's Mods)

CMHModBobEndGame released.

This version only has changes to the rocket - for those who don't wish to have the extra recipes, or changed recipes.

Stay tuned for the next part of the mod that deals with only extra recipes, and another for changed recipes.
by CMH
Fri Sep 02, 2016 7:45 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Well, I put a 0.14 version out last night with no changes, other than to allow it to load for 0.14.

See the mod portal or the first post of this thread for the link.
by CMH
Wed Aug 31, 2016 2:40 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Wow, I must be doing something right lol.

Thanks.

p.s. Damn, I thought I had a honor of being the first non-bobingabout thread that's been stickied in the Bob's Mods subforum.
by CMH
Tue Aug 30, 2016 12:39 pm
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 20696

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

I'm thinking of re-doing this mod, to separate some of the more meddlesome parts of it from what most people come here for. When I created this I didn't really have a plan, I just knew what I wanted and I wrote it. And I just put all my ideas into this one big mess. The other thing is that I wanted ...
by CMH
Mon Aug 22, 2016 9:00 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

I was thinking of stretching the realms of reality and adding an iron/copper advanced processing. Could add nickel to the mix too.
by CMH
Fri Aug 19, 2016 5:25 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

Thanks for reporting. Will look into a fix this weekend. edit: had a quick look. Seems to be working fine, although I just noticed the names were switched (the ore that you mined should be Lead/nickel ore, and the one in inventory should be just plain lead ore). Will be fixed on the next version. Al...
by CMH
Fri Aug 12, 2016 4:03 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Revamp Mod.
Replies: 41
Views: 22537

Re: [0.13.x] Bob's Revamp Mod.

I've already got a mod to make things a wee bit tougher with bob's mods...

insert shameless plug to my mod here

Does do a couple of other things tho, so Caveat Emptor.
by CMH
Fri Aug 12, 2016 3:59 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53554

Re: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)

No problem.

Although you should still be able to do it in the previous version since all I did was change all production of synthetic wood to produce wood instead.

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