Search found 66 matches

by Aonova
Thu Jul 14, 2016 9:33 pm
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182830

Re: [0.12.x] RSO Discussion thread

It doesn't seem so for us, I must check if we have some wrong version or settings. You are not using my mods, are you? I'm using both your Ores and Refining mods and I have yet to find fissures or ground/lithia water on the map with RSO. I did modify my RSO config to make chunks larger and spread s...
by Aonova
Thu Jul 14, 2016 7:47 am
Forum: Angels Mods
Topic: Bugs & FAQ
Replies: 3872
Views: 1237077

Re: Bugs & FAQ

Came across this. Just wanted to report it ;)
screenshot
Prolly just a simple locale issue.
by Aonova
Thu Jul 14, 2016 7:19 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78997

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

Tested out the new version and found one issue :| Visual issue: Working sprite is drawn over pipe attachment at lower zoom levels. Minor annoyance. Capture.PNG Capture2.PNG This was probably the bug you were referring to before. Only really noticeable if one zooms in/out while having working greenho...
by Aonova
Thu Jul 14, 2016 4:32 am
Forum: Resource Spawner Overhaul
Topic: [0.12.x] RSO Discussion thread
Replies: 458
Views: 182830

Re: [0.12.x] RSO Discussion thread

It doesn't seem so for us, I must check if we have some wrong version or settings. You are not using my mods, are you? I'm using both your Ores and Refining mods and I have yet to find fissures or ground/lithia water on the map with RSO. I did modify my RSO config to make chunks larger and spread s...
by Aonova
Thu Jul 14, 2016 4:19 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.8] Bob's Ore Mod.
Replies: 608
Views: 373687

Re: [0.12.x][v0.12.8] Bob's Ore Mod.

No access to stone is an instant restart! I personally use Angles Ores and Angels Refining. They perfectly complement bobs mod and, together with RSO, overhaul the ore system so one could obtain literally every ore in the game from just starting area deposits, through technology and clever design. ...
by Aonova
Thu Jul 14, 2016 4:01 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153449

Re: [0.13.x] Bob's Mods: General Discussion

DRY411S wrote: I was developing all my mods all v0.13.0 until STEAM update me to v0.13.5 and would not let me wind back. So my mods all have a base of >= 0.13.5 in info.json. 8-)
Are you sure? I find Steam to be very simple to maintain versioning of factorio:
screenshot
by Aonova
Thu Jul 14, 2016 3:48 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78997

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

Awesome, though I think I'll save it for my next playthrough. Current factory relies on cheesing greenhouse too much, the balancing would cause a total logistics meltdown :lol:. So is there still a net positive in energy considering the overhead of a few inserters and assembers in the common greenho...
by Aonova
Wed Jul 13, 2016 2:27 am
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80941

Re: Bob's Mod Graphics Update Discussion

For anyone who wishes to try out my updated graphics in game, I'll have a lightweight graphics patch mod updated with all of my new graphics linked on the OP. I'll update the patch upon creating any new graphics. If bob decides not to pick up some graphics that someone personally likes, they can use...
by Aonova
Wed Jul 13, 2016 2:12 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 314362

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

I couldn't find a dedicated thread for bob inserters, so I'll post my thoughts here. My first impressions: freaking amazing, why doesn't the base game have this? :D Thoughts for improvements: *Allow pressing "e" to close GUI, like every other entity GUI. ATM I think pressing "e" ...
by Aonova
Wed Jul 13, 2016 12:29 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78997

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

Shift is measured in tiles, and tiles are 32 pixels in size, so if you want to move it 1 pixel, it would be by 1/32. you can either put that in directly (the game allows it) or use a calculator to get 0.03125, and use that instead. So if i understand properly, shift = {a,b} means shift sprite right...
by Aonova
Tue Jul 12, 2016 11:19 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78997

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

Welp, got a fix for the ugly top pipe Capture.PNG Implementation 1) Download new pipe graphic and place in entities folder of mod: greenhouse-pipe-north.png 2) Modify greenhouse entity script: pipe_picture = { north = { filename = "__bobgreenhouse__/graphics/entity/greenhouse-pipe-north.png&quo...
by Aonova
Tue Jul 12, 2016 9:53 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78997

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

The bottom left greenhouse still looks like it has a gap between the pipe and the greenhouse. But my eyes are old so I could be wrong. They do look nice! Thanks! The gap issue for the north fluid port is due to bob using the generic assembler-3 fluid port graphics, which is ofc a different shape th...
by Aonova
Tue Jul 12, 2016 1:26 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.10] Bob's Logistics mod
Replies: 726
Views: 314362

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

I second ukezi. Anyways, here are some thoughts of mine: there are 4 tiers of inserers right? {burner-normal-fast-express}. Not too sure how 0.13 changes the orginization, but fast and express intserters should have filter and stack variants. All inserters should have long variants. Near-far should ...
by Aonova
Tue Jul 12, 2016 12:54 pm
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153449

Re: [0.13.x] Bob's Mods: General Discussion

Hell yeah, inserters, can't wait to try out. Awesome job as always :mrgreen:
by Aonova
Tue Jul 12, 2016 12:45 pm
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78997

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

That should suffice for some working graphics, no? "Haha, no", my OCD dictates. Active greenhouse was hard to distinguish in daytime, so I made an animation for it. https://drive.google.com/uc?export=view&id=0B-0tumjFVrGBOGJTeUFoekxUOG8 Implementation 1) download animation file: green...
by Aonova
Tue Jul 12, 2016 8:05 am
Forum: Bob's mods
Topic: [0.12.x][v0.12.1] Bob's Greenhouse mod
Replies: 101
Views: 78997

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

Although there is an active animation in the folders, I decided not to implement it for a simple reason.... It gets drawn on top of the pipe attachment graphics. I was not able to replicate that problem in particular, however, I had a different issue when uncommenting the working-visualizations for...
by Aonova
Mon Jul 11, 2016 2:20 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3782
Views: 1406635

Re: Development and Discussion

Yeah I had some logistics things in mind when I started with the mods (bigger chests, cargo bot, liquified ores) but they never saw daylight :P At the moment I'm not happy with the geodes, I think I overdid it a bit, with too many types of them. Guess I will be limiting them to 2-3 which come out o...
by Aonova
Mon Jul 11, 2016 2:07 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153449

Re: [0.13.x] Bob's Mods: General Discussion

I am also looking to get into this since it seems to be the only large mod pack that's being maintained. Should I use RSO with this or does it have its own version? Are there any other mods that would be considered nice additions or necessary to go with this pack? I already have EvoGUI and YARM. I'...
by Aonova
Mon Jul 11, 2016 1:57 am
Forum: Bob's mods
Topic: [0.13.x] Bob's Mods: General Discussion
Replies: 439
Views: 153449

Re: [0.13.x] Bob's Mods: General Discussion

I dream of a day where all of bobs mod balance-wise overhauls every system of vanilla with cohesion, as a go-to "realism/complex mode" version of the factorio concept. Think about it, how awesome would it be if bobwarfare completely replaced vanilla, so no longer can a random bloke mass pr...
by Aonova
Sun Jul 10, 2016 5:46 pm
Forum: Bob's mods
Topic: Bob's Mod Graphics Update Discussion
Replies: 132
Views: 80941

Re: Bob's Mod Graphics Update Discussion

Solder plate looks like a recolour of what I have for Cobalt/Gold. I have a 128x128 file of that, so, if I were to use this, I'd probably recolour what I already have myself. Well, that is where I got the base from :) I don't really like the rubber icon... I can't put my finger on why exactly. Fair...

Go to advanced search