Search found 152 matches
- 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.
- 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.
@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.
- 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, ...
- 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.
So just keep tuning in, I will be updating for 0.15.
- 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?
Btw, anyone playing my mod have any issues with any updates Bob might have pushed out while I was away?
- 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?!??
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?!??
- 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
- 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.
The recipes are all compatible with .13 and .14.
- 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...
- 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?
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?
- 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.
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.
- 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...
- 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.
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.
- 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.
See the mod portal or the first post of this thread for the link.
- 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.
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.
- 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 ...
- 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.
- 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...
- 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.
insert shameless plug to my mod here
Does do a couple of other things tho, so Caveat Emptor.
- 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.
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.