Search found 152 matches

by CMH
Thu Jun 30, 2016 2:31 pm
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 20696

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

0.13 update might take awhile.

Been busy for a bit, and I realised I'm having trouble getting Bob's mods working, which means I can't test my mod.

I'll try and get it up before next weekend.
by CMH
Thu Jun 30, 2016 2:29 pm
Forum: Modding help
Topic: Recipe that changes
Replies: 5
Views: 1515

Re: Recipe that changes

Damn.

Oh well, thanks for letting me know.
by CMH
Thu Jun 30, 2016 2:29 pm
Forum: Modding help
Topic: Uploading mod?
Replies: 2
Views: 1468

Re: Uploading mod?

Thanks for that info.

Maybe we should suggest this information be up on the mods section in the game.
by CMH
Thu Jun 30, 2016 1:27 pm
Forum: Modding help
Topic: Uploading mod?
Replies: 2
Views: 1468

Uploading mod?

How do you upload the mod to the game? just upload to factoriomods.com?
by CMH
Wed Jun 29, 2016 3:51 pm
Forum: Modding help
Topic: Recipe that changes
Replies: 5
Views: 1515

Re: Recipe that changes

No ideas? Or not possible?
by CMH
Tue Jun 28, 2016 4:58 am
Forum: Modding help
Topic: Recipe that changes
Replies: 5
Views: 1515

Recipe that changes

Is it possible to write a recipe that changes with the number of times the item is built? Hopefully with no limits, or if a limit is needed it can be written in?
by CMH
Mon Jun 27, 2016 1:22 pm
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 138898

Re: Version 0.12.35

What is the ETA of the train at the bridge/treacherous gap (GMT+1) ? (ie, what time are we updating???? I'm in Brisbane (GMT+10) and I want to know if I can expect the update before I run out of steam...) Evening / night (GMT +1) It's still before the deadline if you release at 23:59, right?? :D As...
by CMH
Mon Jun 27, 2016 9:50 am
Forum: Releases
Topic: Version 0.12.35
Replies: 285
Views: 138898

Re: Version 0.12.35

Yeah, I'm in Melbourne and its 7:50 pm. Looks like release time would be Tuesday for us Aussies :S
by CMH
Mon Jun 27, 2016 9:31 am
Forum: Bob's mods
Topic: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*
Replies: 21
Views: 9402

Re: [0.12.2X] Bob's Harder Endgame Mod *ALPHA*

I think it might be a bit deceiving to call it Bob's "anything". It would imply that bobingabout wrote it. The same way iCrap suggests it is an Apple product. A simple workaround would be just a plain "SkyFrye42's Bob's Rocket". People get the idea, and it is clearly your work ra...
by CMH
Tue Jun 21, 2016 12:09 pm
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53553

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

Got the fix! New Version Up Version 0.1.2 Changes: Tidied the code up a bit more - for those who like looking at lines of code. Also easier for future me to edit. Changed rocket silo ingredients - requires tungsten pipe and advanced electronics now. Decided against changing steel. If bobwarfare is i...
by CMH
Tue Jun 21, 2016 12:06 pm
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 20696

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

Got the fix! New Version Up Version 0.1.2 Changes: Tidied the code up a bit more - for those who like looking at lines of code. Also easier for future me to edit. Changed rocket silo ingredients - requires tungsten pipe and advanced electronics now. Decided against changing steel. If bobwarfare is i...
by CMH
Tue Jun 21, 2016 11:14 am
Forum: Modding help
Topic: Overriding someone else's mod
Replies: 34
Views: 7914

Re: Overriding someone else's mod

Thanks.

I fixed the problem, but it was my coding noobiness that did it.

I didn't think that the order of the "requires" in data.lua mattered (it definitely does!).
by CMH
Mon Jun 20, 2016 12:20 pm
Forum: Modding help
Topic: Overriding someone else's mod
Replies: 34
Views: 7914

Re: Overriding someone else's mod

@bobingabout I've just run into a small issue with boblibrary. I'm trying to get a recipe to change from alien science to your science 4, but it doesn't seem to want to change. Here's the coding: if data.raw.tool["science-pack-4"] then bobmods.lib.replace_science_pack ("aluminium-tita...
by CMH
Mon Jun 20, 2016 12:18 pm
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 20696

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

Working on a fix, but right now it seems another dependency is bobtech. Trying to fix it by removing the dependency, so it'll change the requirement if there is no bobtech. Sorry for the inconvenience. If you don't play with bobtech, here's an early draft of version 0.1.1. Changed science pack 4 to ...
by CMH
Sun Jun 19, 2016 2:55 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 79123

Re: [0.12.x][v0.12.1] Bob's Greenhouse mod

I like the fact there's no treefarm in all your mods, so please keep this separate :D
by CMH
Sun Jun 19, 2016 11:04 am
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 20696

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

- Silver and gold could be merged into one material considering how little they're used Actually, having another look at it I've made a mistake, I was thinking of electrum. Silver has many different uses, just not very heavy ones. However with my mod, there's a bigger requirement for AgZn batteries...
by CMH
Sat Jun 18, 2016 4:24 pm
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 20696

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

As per landfill idea - the interesting solution would for it to work like treefarm, in that it occupies increasing land area, depending on how much input went in. When the counter for input items rolls over, it spawns a Waste object in the nearest free space - essentially an extreme HP rock that lo...
by CMH
Sat Jun 18, 2016 4:16 pm
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 20696

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

First, rebalancing the endgame for bobs mods is a GREAT idea. I've won the game before I knew it, all the fancy materials were just filler and now there's an actual reason to build them. A couple of points: - Anything to tone down god modules or are they still game-breakingly OP? - Any way to remov...
by CMH
Sat Jun 18, 2016 6:21 am
Forum: Bob's mods
Topic: [MOD 0.15.x] CMHMod (my take on balancing Bob's Mods)
Replies: 96
Views: 53553

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

New Version Up Version 0.1.1 Changes: Combined modules stats reduced to 75% of original. Nickel requirement doubled for advanced lead processing. Production times for Bob's batteries (Li-ion and ZnO) updated to equal vanilla batteries. Hydrogen to Solid fuel now requires 3x coal. Slight advantage to...
by CMH
Sat Jun 18, 2016 6:15 am
Forum: Mods
Topic: [MOD 0.13.x] CMHMod (my take on balancing Bob's Mods)
Replies: 36
Views: 20696

Re: [MOD 0.12.30+] CMHMod (my take on balancing Bob's Mods)

New Version Up Version 0.1.1 Changes: Combined modules stats reduced to 75% of original. Nickel requirement doubled for advanced lead processing. Production times for Bob's batteries (Li-ion and ZnO) updated to equal vanilla batteries. Hydrogen to Solid fuel now requires 3x coal. Slight advantage to...

Go to advanced search