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.
Search found 152 matches
- 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
- 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.
Oh well, thanks for letting me know.
- 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.
Maybe we should suggest this information be up on the mods section in the game.
- 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?
- 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?
- 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?
- 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...
- 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
- 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...
- 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...
- 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...
- 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!).
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!).
- 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...
- 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 ...
- 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
- 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...
- 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...
- 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...
- 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...
- 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...